A game about making rules which doesn't itself have rules can feel a bit overwhelming. If it is not terrifyingly formless, then it is hopelessly vague and you're left wondering which is worse: fear or despair. This isn't my intention. Too often in life we find ourselves, with the littlest palette and so few paints, staring at an absurdly large and cartoonishly empty canvas. This isn't my intention. To remedy this, I've been collecting and game sets and pieces (I may also refer to them as inspirations, things to adapt, games, models, principles, approaches, sets; but right now "game pieces and sets" seems pretty good) for use in a game of Calvinball Variations.
Some of my adaptations and interpretations will give you more theory about rule creation games than method. I hope you enjoy these funny philosophies and manifestos. Rule creation games aren't by necessity philosophical, but they seem to go that way, for me at least. Such widely open-ended questions tend to import a few extra layers of "why" along the way, but I think digging through a few layers of why make flying through layers of "how" that much more playful and creative.
Theory enlivens method.
I'd encourage you to think a bit about these little philosophies but not take them too seriously. Philosophies (like maths) are in the same breath very real and very imaginary; they're not necessarily useful but often incredibly so; they strive for perfect consistency and for irreconcilable paradox; they encompass everything while being only a small part of it all.
Understandings are a useful part of life. But they're one part among many. Don't get too lost in them.
Anyway, in addition to little philosophical manifestos, some of these pieces and sets will be objects- toys and balls and flags and pens and paper. Some of them are established games from other genres, things like as improv and Exquisite Corpses. Some are spiritual and random and intangible and soulful (I' pretty happy with the mandalas and labyrinths and the The I Ching woodland run games.) Some have physicality and make demands on your body; others will keep the games safe and warm.
Where appropriate (and where I've gotten to it), I've included background sketches and inspirations, as well as suggestions for modification and use.
Basics of Game Pieces
Though Calvinball is about the building of rules, these rules live in the world, and interact well with stuff in the world, so having game-pieces help the game a lot, and it’s best to think about them expansively.
Pens and paper
Balloons, kites
Balls, frisbees, stuff to throw
Flags and yarn
Anything to make an obstacle course
Special game-pieces: other people, terrain
There are lots of small and large ideas and practices that inspired Calvinball Variations. , and are similar enough to let one import many principles and adapt many smaller games, metaphors that can help you better grasp how one could play a game about making up rules.
Below are the Game-Pieces and Sets. I would recommend reading the first three or four before bouncing around the rest- it should be easier to make sense of the others and the whole thing if you start with these.
Otherwise, each new set or piece you encounter talks to the ones before it to make combinations of new games. The most obvious amalgamator of other sets and pieces is the obstacle course, but they can all function that way. Kites will make new games if you mix them with terrain, non-player autonomies, and even Kant. Anyone and anything is a universal legislator.
Otherwise (again), each set and piece talks to the others not only in making new game combinations, but also in elucidating what sets and pieces are, what rule creation games are, and what Calvinball Variations is.
To note, some of these sets and pieces are more theory than method. They won't so much help you create rules as they will help you understand the philosophy of rule creation games and Calvinball Variations, as well as my formulation of Game-Pieces and Sets. But they all talk to each other. Theory enriches method, and engaging with many methods helps us achieve a deeper, and more beautiful philosophy.