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Showing posts with label LARP. Show all posts
Showing posts with label LARP. Show all posts

Wednesday, March 15, 2017

and then we went to Monster Camp.

Some would insist that marriage is about compromise, but in that subtractive equation one of two people always get chafed under the yoke of the other. No, if you've married correctly, the operating principle is compliment, like two pieces of a puzzle that make something greater that itself, or liquid to a bottle, things that fulfill each other's purpose.

So when my wife wanted to camp, something I'd not ever really had on my to do list, we decided it had to be something more engaging than the chore of roughing it, more than man versus nature, greater than just the great outdoors: We went to Monster Camp!

[Mini-totem in front of Camp Spirit's ramada.]
Monster Camp's the brainchild of Daniel & Dawna Davis of Steam Crow, a husband & wife graphic design team (see the compliment there?) out of Phoenix, AZ. Their outfit's been making monster-based books, stickers, postcards (my favourite), posters, t-shirts, and other sundries since 2005. The Monster Camp is attended by Monster Rangers, Steam Crow's fan-based scouting group, who participate in pursuit of good times, the eco-paranormal motto of "Believe, Study, Protect"-ion of Monsters, and the pursuit of superneat knowledge & achievement badges.

[The Marrow Totem at campground center. Put together with aluminum pipes and toggles made of elastic and wooden dowels, it's a sterling example of Monster Ranger ingenuity.]
Having been a huge admirer of Steam Crow's work since the first Tucson Comic-Con, we went not only for the camping, but to see how such a sociological construct would even come together. Having noticed that the focus at conventions seems to be acquisition, self-adornment, and photographic aggrandizement, how do a group of strangers taken out of that context and placed into the wild form community?


[Trophy heads posted outside of a gothic Skull Ranger's tent as an offering to the undead monsters they especially care for.]
Imagination is the key. Given the alt-scouting context, there's a mutual feeling generated that one belongs to something special with its own cult-like mores, a subversion of the protestant-based 1950s American youth groups with individual creativity replacing communal conformity as an ideal, a shared aesthetic that celebrates a steampunkesque inventiveness coupled with an attraction to the outré with the monster as its totem.

[Our fearless leader, Master Ranger Daniel Davis. Note the Goblin Post delivery man at bottom left, busy handing out missions and coded messages to members.]
There's a mythology complete with origin story, specialty scouting subdivisions if you feel like pursuing a niche, non-required uniforms with accessories, and an online forum with a patch-for-points registry if one wanted to get competitive about it, all which provide the glue that binds the Monster Rangers together.

[Hand sewn stitch witchery taught by hexcasting seamstress Dawna, who has a grimoire full of patterns of magickal intent for the Conjure Guard ranger branch.]
The annual Shindig (2017 being the second of these, with five happening up and down the western US) is the ultimate real world manifestation of the Monster Rangers. An exclusive patch for coming aside, it's three days of camping, with crafting workshops, monster-related lectures & presentations, secret missions, optional hikes, gaming, a musical performance, potluck dinners, and shared geekery with campfires, marshmallows and heavy social drinking. Like a cult, it takes you outside of your comfort zone where a tribal group dynamic then takes over. There's a special greeting in place of a handshake, and an even more special otherworldly artifact each scout is entrusted with that allows for a connection with any other Ranger at the camp.
[At our Camp Cucuy, my wife turned a chair into a working solar defroster after the dry ice solidified our fancy cheeses for the potluck charcuterie into impossible tooth-breaking bricks.]
Yet, unlike a cult, there's no peer pressure to do anything besides have a good time. Usually featuring two activities each hour outside of mealtimes, one at each ramada (either Camp Spooky or Camp Spirit) at each end of the camp, everything was optional, so if you needed tent time, you just took it, no questions.


[My smartly dressed wife sports her newly constructed Medic Scout themed nametag.]
Everyone we met in and outside of activity was congenial. People gave us bacon (!), lent us an extra portable gas stove to finish cooking our first night's potluck dish of red potato chili cheese fries, offered us middle shelf booze at the campfire, and everyone listened nicely to everyone else. We brought Jenga, and totally owned people, for which I know I deserve a patch. And as we talked to others, we found out many Rangers drove in from as far away as the West Coast to come, so it definitely wasn't just us 'Zonies making up the subculture.


[Late into the second night, Marrow showed up for a revealing Q & A with a monster.]
[At the stroke of midnight, a real Krampus sauntered out of the darkness, into the campfire's light to have his entourage hand out really, really good gingerbread cookies.]

Then there was a point where fantasy crossed into reality. One of the imperative skills of the Monster Rangers is to "Imaginate!", which allows one to see monsters. Reality's a consensual construct. When we frame what we see a certain way, it then excludes being able to see it in different ways, and we blind ourselves to the possibilities. The ancients saw monsters, gods, and creatures of all stripes & shades, recording them in legendary histories we learn about and enjoy today, whether we choose to investigate their truths or not. But nothing really separates the ancient mind from the modern one except how we construct our perception of reality. If we can reframe how we think about the world around us, we can see things as well as or even grander than the ancients did, and enrich ourselves in the process. This is probably the most subtle lesson the Monster Rangers has to teach us. While the manifestation of monsters in the pictures above may be a bit of low theatre, it also challenges what you see everyday by providing a solid sensory representation of the extraordinary right in front of us, and by forcing a broadening of our reality, that initiation ritual effectively allows us to witness them around us everyday.


[Rival Monsterologists showed up in top hats to present their counterpoint that monsters are dangerous and must be hunted to protect mankind. What short-sighted cretins!]


[My supercool aggregate of Monster Ranger badges. The hammers are wicked.]
While maybe it might be all about the sweet badges, there's alot more at play among the Monster Ranger Shindig experience than you might see at first. We're glad we went because it was all of the above and more. Thanks, Steam Crow!


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While a mostly happy bookstore fixture for over two decades, Guillermo Maytorena IV is currently willing to entertain your serious proposals for employment as a literary/cinema critic, goth journalist, castellan, airship pilot/crewperson, investigative mythologist, or assisting in a craft brewery. Should you be connected to any of the above or equally interesting endeavours, do contact him via LinkedIn or G+.

Tuesday, March 30, 2010

reveal your alignment.

When I was 7, my buckos & I would play Dungeons & Dragons during lunch, seated on the cold concrete of the schoolyard, wearing out erasers on queer looking forms and tossing the funny polyhedral dice as fast as our imaginations could swing cruelly spiked morning stars into the heads of pretty elves.

For those of you who aren't familiar with role-playing games, one assumes the identity of a character which you verbally play, while another narrates the setting in which the characters move about & directs the results. Most RPGs are traditionally based in some Tolkienesque fantasy world. Mechanics of chance & combat are determined by attributes held by the characters represented by numerical values which are then brought to bear against the values of your adversaries & the dice sort out who is left standing, but strategy & creativity also play a large part.

In these mansions of imagination, a man named Gary Gygax created the construct known as Alignment to describe a character's moral & ethical compass, which determines how the character should behave and act so the narrator can then duly reward the player for being true to form in the gaming world. Usually most characters are good or neutral with chaotic & lawful striations, but you sometimes find players select evil. These selections are just you filling in a box on a character sheet for an alter ego.

But what if this box was really about you?

A few months ago I found an official online quiz that reverse engineers your Alignment selection:

It's a multiple choice 36-question test. Maybe that's a simplistic system, filing all of human decisionmaking into 9 categories, but I found it interesting & thought provoking to actually answer these queries as best applied to myself. After all, for centuries we've been taking game-like devices & applying them as divinatory tools to real life, like the I Ching or Tarot or Runes or Ouija or Magic 8-Ball or Tasseography or the Enneagram or The Cube or the DSM-IV, and using them to relay personal insights from within & without ourselves.

Some of the questions will twist your noodle & hurt your brain, others will seem not to apply, but if you substitute say the word "king" for "president" or "governor" on the assassination question then they can easily relate. The "magic spell that makes copper coins look like gold" can be translated as "retail accepted fake credit card", and so on and so forth.

My results? To confess, my "character"'s alignment is Neutral Evil. This is the closest to "True Evil", where both law & ethics are non-factors, tools to be used indiscriminately for personal ends, and what matters most is one's own gain & self-preservation. At first I was a bit disturbed by that result (who honestly views themselves as evil?), so I've gotten many of my co-workers to take the test for perspective, and a few have cashed out as Chaotic Evil, where schadenfreude & harmful mischief for evil's sake hold the reigns of persona, which one might consider worse, given the purposelessness of such actions. Most seem to be Neutral. This Alignment can either be viewed as striking a balance or a lack of convictions, depending. But even some of the Neutral Good, the "True Good", folks answered many questions in a not-so-courageous way.

So maybe I'm the baddest of the bad, but bear in mind that I will testify on your behalf despite death threats from the powerful & corrupt judge, and if the orcs come to Arizona, you bet your hit points I'll go to Gate's Pass & defend Tucson against the orcish hordes, unlike all of those spineless Neutral/Lawful/Chaotic do-Gooders. (My derringer & 500 hollow-points are ready, you pigfaced baconheads! Bring it, I'll crush it!) This difference implies that perhaps it takes the latitudes evil allows to accomplish things for the greater good. Besides, Alignment's really like the car -- it may pull a certain direction, but you're still at the wheel and can compensate for that tendency (i.e. you don't have to gleefully run over the rabbit, unless your party likes eating freshly treadmarked coney). Take it, see what it reveals about yourself, and let us know where you land on the Alignment field. You may be surprised.

While a mostly happy bookstore fixture for over two decades, Guillermo Maytorena IV is currently willing to entertain your serious proposals for employment as a literary/cinema critic, goth journalist, castellan, airship pilot/crewperson, investigative mythologist, or assisting in a craft brewery. Should you be connected to any of the above or equally interesting endeavours, do contact him via LinkedIn or G+.