512: “My plans are all unmade!” (The Goes Wrong Show)

                “Aaah! Thus with this wound, my plans are all unmade!” –The Goes Wrong Show, “The Most Lamentable…”

                If you haven’t watched it, The Goes Wrong Show puts on plays that—well—wonderfully, and terribly go wrong. Swords swung into theater lights. Scripts aflame. Doors that are supposed to open left locked, and actors stumbling through paper walls that had been painted to look like stone.
                I’ve been talking with scholars lately about their research, and about the strange expectation that they should be able to outline their results or contribution or significance before they’ve started re-ing or searching. How that expectation is even stranger for any research involving community collaborations. How would I know what we want to look for, what we want to do, before we get together to talk about it? Today, sitting on the floor, eyes still half teary from chuckling, all that melds with the silliness of “The Most Lamentable.” Because my plans (such as they are) so rarely go as planned. (A chuckle. I’m even bad at cooking from recipes!). Because in the mad escalation from one mistake to another, one catastrophe to another, there’s a chance to turn from looking for control to playing with a moment. (More chuckles). Nothing on fire—yet—in this writing, but I want that play. And this isn’t quite what I meant to say. Oh dear. I’m stumbling past the point, or around it, or through a painted wall, and then who knows where we are?

504: “Taunted by Tigers” (Baker & Nephew)

                “…was taunted by tigers. You’re not the ringleader this time.”
                -Keither Baker and Michelle Nephew, Gloom (Second Edition)

                My family’s been visiting this last week, and in between cooking and washing dishes and lounging on the floor we’ve been playing games. Especially Gloom. Have you played that one? Each player is a kind of guiding ghost for an ill-fated family, and your goal is to get the characters in your family as miserable as possible—and then safely dead—while everyone else’s characters remain “happy, healthy, and annoyingly alive” (from the rulebook). And we’ve laughed. Laughed and laughed. I think part of the game’s fun, for me at least, is how it takes up the “good” and “bad” events that tropes imagine for us. Characters get happier (a bad thing, when you’re playing the game) when they do things like inherit money or get “wonderfully well wed” or are blessed by the pope. Characters get more miserable (a good thing) when they get hurt or “grow old without grace” or are “menaced by mice.” It’s all, in a way, exactly how you’d expect, except the goals are reversed. 
                In my day-to-day I avoid washing dishes, rushing along to the moment when I can “relax” by watching TV or whatever all else. I make my plans and try to stick with them. And then this week my plans are interrupted and bent and tumbled over with visiting family, and there’s something tiring in that, for sure, but there’s also something lovely. Gloom mocks my expectations for what’s supposed to happen. And it’s nice not to be the ringleader this time.