Theory

In the beginning was the Silly Run

If you've gotten this far, then you've read through the two elements described in the opening, the epistemological guidance from the hub for game pieces and sets, the sad but hopeful origin story, and the agreements. But really, the silly run is the beginning. The first game, and still the most important one.

It's what I first called this idea: Silly Running in Prospect Park. Eventually I decided on "Experimental Running Games, Stories, and Meditations" as I became more aware of the conversations between running, its accompanying meditations, and the strange storytelling that arises. Eventually I changed it to "Calvinball Variations."  This is partly because the game is so much more about "running around" than "going for a run", and partly because of name recognition- a lot of folk will remember Calvin and Hobbs. Also, although in the beginning most of these games will be about me preparing the sessions and facilitating, my ultimate goal is experience a game made purely of player created rules, very much what Calvinball is.

Anyway, the Silly Run was the first game I thought of. Part of the inspiration for this whole thing (after the sandwalk from Dune) was the Monty Python sketch about the Ministry of Silly Walks. I was going through those circuits of running and walking and thinking and moving (as described in the Origin of the Idea), and, after making an initial connection to the sandwalk, more connections came when I connected the sandwalk to the ministry of silly walks. And I thought that it should be a game. The Silly Run was born, and I recognized what my mind was doing, and then I got to thinking of more games, and more games, and more games... 

Method:

The Silly Run itself is quite simple: run in a goofy way, and have others copy you. There are different ways to form up too. Think of trying a ... 


In any game, I want us always to remember our agreements/jury instructions and nullifications. Respect, push, and disobey. Know the boundaries of how sillily you and your comrades can run, push a little past that, see what new strangeness you can create, and then push past that. Silly runs tend to get tiring fast. It's interesting how jazzed people get to do weird cartwheels and lunges and whatever else if people are copying them. 

Anyway, go at it as intensely as you can, but watch your lungs, and get your footing. You'll need it. Possibly the silly run will help with that.