Being Contreras: What I
Learned While Teaching at a Magical College
Introduction
This paper speaks to my experience playing in the third
run of the New World Magischola (NWM), a four day larp in Richmond, VA, that
was run during the summer of 2016. From the outset it was my intention to use
the experience to reflect on my own role as a Professor of art education, on
the systems of power in educational communities, and on the potential of large
scale larp for personal and communal transformation.
My First Steps into the Magimundi
I first met Maury Brown at the Living Games Conference, at which
we played the Monsterhearts larp together. In Monsterhearts you play teenaged
monsters of myth, and their extreme perceptions, appetites, and actions become
metaphors for the complex fears and longing teenagers feel. In that game I was
a short tempered bully of a werewolf and Maury was a witch that was tired of being
ignored. The characters did not get along, and she cursed me to vomit live
frogs for a short time, but Maury and I got on well.
Sometime later, Maury and her partner Ben began work on New World
Magischola. Inspired by the College of Wizardry larp that had done so well in
Poland, NWM was envisioned as a way to bring a new style of play to the United
States. Maury asked me to spread the word, and I like to think that the efforts
I made to reach out to my contacts in games and academia helped build some of
the momentum that propelled the game into a wildly successful Kickstarter. This
may be more credit than I deserve really, but given the positive reviews the
game has received, I am thrilled to have played any part at all.
Maury and Ben released information about the five houses that NWM
would be composed of, and I offered my take on those houses on the social media
networks that were developing around the game. One realization that I had early
on was that where both College of Wizardry and the works of fiction that
inspired it had dealt with questions of class and war, NWM directly confronted
the complex issues that arise when you have a diverse society with a spotty
history when it comes to treating one another fairly and with respect. It is,
in this way and others, not so much a Nordic larp as a hybridization of Nordic
and American themes, mechanics, and ideas.
Since I wanted to engage in the game as a reflection on my own
practice I asked to play a professor, specifically an artificer. However, I was
asked to teach Magical Theory and Ethics instead, which was just as well since
my summer had filled up with many more activities than I had expected,
restricting my ability to create physical props for my class. I was given A.
Contreras (I filled in the name as Alfred), an ideologue who fancied himself a
peacemaker, and who believed unequivocally in equal rights for vampires.
Designing Magical Theory and Ethics
Playing a professor in NWM meant assuming some additional
responsibilities. Firstly, I was expected to write two lesson plans for the
classes I was to teach, complete with student learning objectives, and to
submit requests for any props or on-player characters (NPCs) that I would
require. The character I was playing would be teaching all the students in
their first year at the school, who were not yet placed in any of the houses
around which it was organized, and it was his job to introduce the broad
strokes of how theory and ethics existed in the game world of the Magimundi.
In order to craft a class that met both my expectations and those
of the people playing “students” I laid out three general goals that existed as
thematic ideas to envelop my lesson plans:
1.
To inform students about the magical world.
2.
To create a magical experience.
3.
To impart a lesson that was transferable to the world outside the
game.
To accomplish these
goals, I designed lesson plans that used an active question and answer
discourse with the students, allowing them to be the experts and share their
own knowledge of the game world while also creating an active dialog.
For the first lesson I planned on considering the different houses
and the roles they played at NWM, a question my students would be very invested
in, and I asked for there to be a ghost from each of the houses to speak to
what they felt their history and values were. While ostensibly the overarching
question was “which House is best?”, the real (not terribly subtle) point was
to emphasize the value of diversity.
For the second lesson I wanted a vampire NPC, whom I described as
a long-time friend of Contreras’, to speak to the class. In the game world
vampires were allowed to exist, but they were forced to remain secret and were
not supposed to attend college-level magical schools. Thus, this lesson
highlighted that coexistence without discourse was neither just nor productive.
I also included a drawing portion, because I teach Art and really wanted to,
though I included a discussion as to some magical-world reasons that drawing
might be a superior method for capturing the image of a vampire.
Developing Alfred Contreras
The first day of the larp was filled with workshops to share
information and techniques and to develop characters history and personality,
both of which would be developed still further in play. For me, Contreras was a
gregarious and passionate thinker who was one of the longest tenured teachers
of the school, and in that regard he considered himself the first among equals
(save the chancellor, who had no equal in Contreras' eyes). He was quite
lonely, having lost his vampiric paramour twenty years before in a violent
conflict between wizards and vampires. While he considered himself a “good guy”
and advocated for critical thought in students, he also believed that if they
failed to agree with him than they clearly had not thought critically enough.
The workshop also allowed me to develop on of the most important
relationships Contreras had at NWM. Kai Hassinger, played by a good friend of
mine, was a former student of Contreras’ who had a rockstar personality and a
very anti-establishment perspective. Given that my friend has actually been
something of a mentor to me in real life, inverting that relationship for play
was enormously enjoyable. Several times during the game we combined our real
academic differences with the diegetic ones, resulting in a constant burble of
friendly philosophical argument. Together, Hassinger and Contreras were the
House Monitor’s for Maison DuBois, a group of students known for their pursuit
of justice. It seemed an odd fit at first, given Hassinger’s outright and
Contreras’ somewhat quieter subversive views, but those same views came to
embody our respective professor’s own pursuits of justice in the Magimundi.
The
Students
One thing about being a faculty member is that while we
held great diegetic magical power, meaning we could freely ignore student
spells and do whatever we liked, we held very little power to alter the
Magimundi. We were told to encourage students to deal with whatever problems
arose, no matter how big or how small, with the idea that we felt certain they
would learn more from the experience. This was expressed to the students
constantly by the character of Chancellor Fortinbras, who told them to “Be the
wizard you want to become.” This approach had an interesting effect, in that it
put in place a directive that practically required professors to trust the
students with both the freedom to fail and the freedom to succeed. I can’t say
every teacher, nor that every place of learning, can make that claim.
On
the first night of the game, many students came to me with broad ethical
questions that challenged the laws of the game world. Being the know it all
that I was, I calmly responded to each one of these challenges with a
self-assured air to imply that I had given a lot of thought to questions about
raising the dead, interacting with the mundane world, and the design and use of
magical weapons, but always with the implication that ethics did not so much
provide answers as a series of challenges to constantly pose to oneself. As a
direct result of these discussions I also developed a model of what
“responsibility” meant that actually applied both to Contreras and myself,
which is that while a person should be willing to explore the ideas and
activities they feel drawn to, they also must accept the responsibility for the
outcome of their actions. This therefore meant that they should do their best
to consider different perspectives and ramifications, at least as best as they
were able to, first. Whatever followed, however great or terrible, was a thing
that they should admit a connection to and a responsibility for, the flip side
of being the wizard they wanted to become. One of the first conversations I had
with students in my class was also to distinguish the concept of Ethics from
that of Jurisprudence. Jurisprudence, I maintained, functioned on a binary of
action and reaction, such as crime and punishment or the submission and
resolution of a proposed law, whereas Ethics was a constant questioning and
re-assessment of the relationship between one’s self and the groups and
societies they are connected to. Whether these are codes Contreras applied to
himself, or which I can ever hope to live up to on my own, is somewhat more in question.
Ethical
questions played a fairly large role at my run of NWM, most especially when it
came to the rights of magical non-human creatures and the maintenance of a
magical prison that included forced labor as a punishment. As with other
aspects of the school, the impetus for affecting change was placed upon the
students rather than the teachers, and they took that responsibility very
seriously. As a direct result of their actions, Contreras could sign petitions
and stand in support of ideas he treasured, but which he literally could not
have advocated for on his own. While I was mechanically constrained in NWM in
this regard, the social constraint analog in real life is certainly interesting
to think about. Furthermore, students began to take it upon themselves to ask
for class time to ponder difficult ethical situations or to engage in ethical
discussions focused on their House and their own being outside of class, which
was heartening to me because it illustrated an appreciation of the value of my
subject, but it also broadened the perimeter of thought available to the class
by introducing new and unforeseen quandaries. In this particular case, I feel
like the social justice arc the students took improved my class, my character,
and even my own sense of possibility for the world.
DuBois
Outside of my role as a teacher, I was also a
House Monitor for Maison DuBois. Oddly enough, I was not actually aware that my
character would be in this role until shortly before the game, but I was happy
to take it on. Due to real world issues such as travel difficulties or life
events, the house had less characters in it than any other house. We put this
down to the idea that, in pursuit of doing what they believed to be right,
previous members had either been suspended, expelled, or had perished,
including the two previous House Monitors. A side effect was that it was very
difficult for the House to gain points for the House cup that denoted achievement
within the school, a fact exacerbated by the DuBois tendency to rush off to
where they were needed and thus 1) not be where they were “supposed” to be and
2) not be seen by the teachers, who awarded points. Halfway through the game,
with morale low, the house presidents asked the faculty to consider allowing
them to draft more students if their numbers were as low next year. We realized
we could not without breaking the system, and had to turn them down, but an
opportunity arose in the form of a new group suggested by Professor Kane, the
third and final ethics professor. This group would focus on skills that
supported and provided oversight on the Marshals, the law-people of the
Magimundi, and because of their focus on doing what was right, DuBois would get
first crack.
I had liked my House when the game began, but it was when
they were at their lowest that I really began to love them and cheer for them. As
an Ethic professor I considered it to be my duty to be fair in my distribution
of House points and so I did not try to balance the scales that way, though
after the game I was actually quite hurt to hear that some students believed I
had been unfairly biased towards DuBois. Because Professor Kane was involved in
discussions elsewhere, it fell to me to tell the students about their new
opportunity, and because I believe I work best when fully invested in a thing,
Contreras threw the whole weight of his passion and conviction into the idea
that joining a group focused on doing what was right, rather than on points,
was the heart and soul of what being a DuBois House member meant. The students
were enthusiastic supporters of the idea, and all at once there was a crack in
the wall they had been up against. Without realizing it, and without pursuing
them, House members began to rack up points. They had impressed the
Jurisprudence professor several times over, helped rescue the House ghosts who
were in trouble, and came to exemplify what it means to be Just at New World
Magischola. When the winners of the House Cup were revealed, DuBois had moved dramatically
from last place to second. Being beaten by Casa Calisayla, the one house who
had been our most ardent supporters and firm friends, was the best loss we
could have hoped for.
Both
Contreras and I are full of pride for everything the students accomplished, and
we both agree that my wardrobe could use a lot more DuBois blue in it. This is
interesting to me, as a person who has never felt a particular inclination to
sport school or sports colors at almost any other time in my life. I have read
a description of the House Cup competition at NWM being almost comically
gentle, but I disagree. The points do not matter in a real sense, and are only an
arbitrary recognition of effort, and the competition to get more never got cutthroat.
However, students were absolutely recognized when they acquired a large number
of points, and the nature of the competition at NWM felt as if the Houses were eventually
each urging each other to be more true to themselves, to “become the Wizards
they want to be”, rather than to acquire points for their own sake. To me, that
is what a competition really should be, and so rarely is: a shared pursuit of excellence,
not the glorification of a single entity. That Maison DuBois and Casa Calisayla
embodied this idea so beautifully in my particular run means the world to me,
and why I so proudly roared my approval for the most dramatic second-place
finish I have ever seen.
Community
and Colleagues
Contreras did develop relationships with other community members
as well, which resulted in some unexpected play opportunities. Because I had
invited the ghosts and vampires to my classroom, and because I taught that
class three times a day, I had more opportunity to interact with those
characters than nearly anybody else at NWM. This meant that I developed a great
rapport with them, got to see how their attitudes changed as they interacted
with my students, and had the chance to learn as much as my students did about
their perceptions of the world we inhabited. Among the ghosts, I developed a
particularly strong relationship with Alfie, who was the House ghost for
DuBois. As that character’s player noted, the two of them shared a sadness and
a sense of resolve that made them kindred spirits despite their many
differences, and this encouraged in them a kind of love and respect for one
another. The vampire visitor, Melisandra, not only informed characters as to a
vampiric perspective and furthered more than a few plots, but also provided a
vital long-time friend for Contreras who could tell him that it was okay for
him to at last move on from his lost love. The last dance I did at NWM was with
Melisandra, a payment for their visit and a quiet thanks for their friendship.
The whole of my experience with these terrific players and characters made me
feel I had made the right choice in lesson plan design, but also reminded me of
the importance of remembering the people and relationships involved in the real
world analogs to my classes. These are often not just experts and stakeholders
that speak to us, these are our friends and some of the most important and
giving people we can hope to know.
Contreras also got to know some of his colleagues fairly
well, and sat in on a few classes. The chief effect of doing so for him was the
realization that while he claimed ethics was central to every discipline, his
own knowledge of those disciplines was severely lacking. This was made most
clear by two interactions with one of the Dueling teachers, Professor Fitzroy.
In the first, a distressed and upset Fitzroy left a group of students in a
dueling club with Contreras and Professor Whitt, the Healing professor, neither
of whom had any idea as to the etiquette and practice of dueling. In the
second, Fitzroy made a joke about how he thought he should get all the money
from a grant, and then other professors could challenge him for a purse.
Contreras realized, in light of the dueling club event, that Fitzroy had
knowledge that it was important for him to learn. He also realized that doing
so would mean losing continuously to Fitzroy for a period of years, probably
with a fair amount of taunting thrown in for good measure. Because of his “first
among equals” sense of self, these were hard pills for Contreras to swallow,
but he believed that it was a necessity if he were to want to exemplify his own
teachings and model them for his students. This is not the first time I have
shared this realization, but I am resolved to make it into some of my colleague’s
classes this semester and to live by Contreras’ example on this point.
Romance/Friendship
The single most important relationship Contreras had at
NWM was with another professor, and I would say mine was with the player of
that character. After the second class I taught, before our first lunch
together as a school, I was feeling a little left out. Because we pushed
students towards plots, I had begun to feel like nothing more than a cog in the
system of the school, a tool for distributing points and providing context to
students. I wondered if I was “doing it right”, if I had not planned enough
plotlines for myself before play began, or if I should use the melancholy I
felt to meditate further on the effect schools have on professors. During lunch
though, I realized that I liked and trusted one of the other players I had met
at the game well enough to make use of a suggested romance plotline Contreras
had come with. We talked about it out of character and set boundaries, and
clarified that I was had been happily married for ten years while they were in
a quite stable relationship of their own.
Because
Contreras had been alone for a very long time he was a little awkward, a
narrative fact that did a great job meshing with my own natural awkwardness. Over
the rest of the game we played out their relationship, ending with a very sweet
and pleasant waltz at the ball that was the narrative finale of play. Most
people were not aware of the relationship, though we made no real effort to
hide it, but its existence really defined who Contreras was, and what NWM was,
for me. He had to navigate ethical questions regarding who to support in the
pursuit of a faculty grant, to consider where he needed to be versus where he
wanted to be, and to deal with a protective streak that was not entirely his
best feature. These same questions are ones I often face (if somewhat less
dramatically) in my own life, and I owe a debt of gratitude to that player for
bringing them to the fore. Furthermore, the development of the plotline meant I
had the opportunity to get to know and appreciate the player more, and to allow
them to get to know me, which provided a dose of grounded humanity. I think the
talks we had about our lives outside of the magical world were some of the most
fulfilling I could have had, and I believe they stood out all the more because
of the wonder all around us.
Some
Final Thoughts on NWM
Debrief and Reflection.
At the end of a larp, we typically have a debrief to talk about what happened,
address our feelings, resolve interpersonal difficulties, and guide us back to
the real world. It typically functions as an element of emotional safety, but
asking for players at NWM to consider what they want to take from and leave
behind with regards to the character did provide a reflective component. It is
not really enough though, if the point is to take home the themes of diversity
and inclusion that the larp wants to represent. While the players I have talked
to have been amazed by the experience, and really had their minds open to new
styles of play, I am not certain that the ideas that undergird that play can be
addressed in a single debrief.
This
is not the responsibility of the larp organizers though, and is one reason I
have been so active in the Facebook discussions after the larp: it provides a
venue for discourse and reflection. Talking about the experience, reliving it
with friends, considering it in the context of the world we live in, or suggesting
theme songs for our characters all provide a new and valuable lens through
which to think back on what happened in NWM and on how it applies to our lives
now. This paper has been the largest such reflection, but I will not say “culmination”,
because I think I will be talking and thinking about this game for years to
come.
Playing for the experience. As
I said earlier, NWM is a hybridization of Nordic and North American larps,
which creates a lot of interesting areas to examine and develop, and one such
area is the narrative goal that a player may have for themselves. In the United
States we often “play to win”, which is to say that we tend to want to see our
characters (especially heroic characters) succeed at their goals, while it is
common in some Nordic traditions to “play to lose”, which means emphasizing
negative traits and outcomes in pursuit of a more dramatic story. Elin Dalstål
and many of her fellow players use a variant in which they play boldly and
vulnerably (http://www.gamingaswomen.com/posts/2012/09/play-boldly-let-yourself-be-vulnerable/),
which they do in pursuit of an experience they find to be personally moving. NWM
itself uses an opt-in approach to play, wherein they supply some narrative hooks
that you could choose for your character to follow, such as social connections
or large plot events, but the actual experience of play is actually determined
and experienced by the players themselves.
In
my own case, when I play a larp I try to play without a preconception as to
where the plot will go or what will become of my character, an act I think of
as “playing for the experience”. I do this because I reason that the
collaborative nature of the media means driving for a fixed ending will
restrict my play more than I care to, especially given my reflective goals, and
because I conceive of my characters as a complex mesh not really understandable
in a binary “win/lose” sense. Even at the end of NWM, where Contreras has seen
students rise to social justice, has begun a new relationship, and has realized
some of his own next steps, I also know that he has not been everywhere or
accomplished as much as he thinks he should have, that his actions will have repercussions
he is not ready for, and that he is still too fixed in his belief that he is,
in fact, a “good guy”.
A
question mark ending such as Contreras’ is possibly less narratively
satisfying, but it leaves me room to wonder about what would come next for him
(and possibly play out those ideas if I make it to future runs), or to consider
his life in-process next to my own. This sort of play was made possible because
of the design philosophy of NWM, its length of play and underlying opt-in
approach, as well as by my own engagement with the game. The end result, as in
ethics and in art, is not an answer, but more questions.
Authority and Teaching.
One realization I had during the game was that while professor characters were
really just players with no actual authority, the fake authority they had over
classes and students translated to actual authority. For all intents and
purposes, if we told a student to do something or act a certain way then they
felt an enormous social pressure to do so, both inside and outside of the game.
I’m not certain every player appreciated the power this pseudo-authority gave
us, but I am certain its effect was felt. This is not necessarily bad, as it
certainly provides the structure the school needed to function as a game, but I
do worry when power goes unacknowledged and unaddressed. This is perhaps the second-most
important lesson for me to take back into my professional practice.
The
most important lesson is a
modification of the Chancellor’s call to the students to “Be the wizard you want
to become.” It is for me to “Be the teacher I want to become.” Every day, with
every decision I make and no matter how long I do this for, I want to strive
towards the ideal of who I want to be. That idea may, and I would argue should, be as in-process as my own
being. If I want to change the world, then it is time for me to consider the
outcomes, prepare my will and knowledge, and do so. If I want to fill hearts
with joy, then it is on me to help cultivate the love and trust that joy will
be built on. If I want to be true to myself, then it is best that I stop
worrying about what other people may want or expect me to be. Just like the
teacher, and the wizard, that I am.
Wonderful write up! I enjoyed reading through your perspective.
ReplyDeleteThanks!
DeleteInteresting, thank you for sharing!
ReplyDelete-a first year Du Bois student from your run
My pleasure! I hope you enjoyed the experience.
DeleteI just found this post. NWM1 Alexander Contreras here.
ReplyDeleteIt's fun to see where our paths met and where they diverged. I'd played Alexander very similarly, though I was not a house monitor. I mostly doted on the first-years as they were my class and I wanted them to feel comfortable about the business of sorting into houses.
Glad you dug it! I sometimes think it would be great to have a larp which was just all the different Contreras' (Contreri?) together, like "The Seven Doctors". They are all so similar, but all so unique!
Delete