“Take art seriously without going about it in a serious way.”
Rick Rubin, The Creative Act, p. 354
I’ve lost track of which week it is in the term. End of April and all of May are such a whirlwind when teaching high school. I feel like All the Things are happening. I can’t keep up.
Anyway, in one of my recent weeks of teaching Creative Writing, we spent a week dedicated to playing games and thinking about how making art is/can be/should be playful.
To help them along the way, we played a storytelling RPG where I and another student were the game masters, and the rest of the class were our players. I played with two different groups on two different days, and one of the groups was a real struggle to engage with.
There were some in the group who just could not take it seriously, and therefore they could not be playful.
I don’t mean they were being silly and I wanted them to be serious. My aim was quite the opposite, in fact. I wanted shenanigans. I wanted laughter and high jinks.
The first group I played with was generally able to do this. They committed to their ridiculous characters (the world we were playing in was a bit of a spoof of the Twilight series), and we all laughed a lot and had a fun time. They approached the game on its own terms and took it seriously, while at the same time, being playful.
But for the students in the second group who wouldn’t take the game seriously, there was neither laughter nor pathos nor anything in between. Only grim faces and boredom.
Now, maybe my GMing skills were subpar and that ruined things. Maybe I should have done a better job of crafting the world and the challenges. But I don’t think that was the case. The likelier culprit was that for some of the students in the group, the game was beneath them. They were embarrassed by the whole notion of playing an RPG. Of pretending to be a character. Of romping around in a fantasy world.
And that’s fine. Not everyone digs that kind of fun.
But I think their overall attitude to the game illustrates Rubin’s point quoted above: Games, like art, should be taken seriously without going about it in a serious way. The first group, who DID meet the game on its own terms, ended up having a blast. They weren’t playing in an overly-serious, solemn way. They were light. They were silly. But they accepted the game on its own terms and committed to what the game was trying to do.
The second group could not do that. They didn’t see the value in the game, nor could they approach it with any sort of commitment. And thus, they couldn’t have fun.
Or maybe they thought they HAD to approach the game in a serious way, and therefore they were blocked from having fun. Because they thought they had to be serious, they disengaged entirely.
Either way, their experience illustrates Rubin’s point. We have to take what we’re doing seriously, whether it’s playing an RPG or writing a story or illustrating a comic or directing a film or whatever. We have to believe that the thing we’re making is worth making. That our commitment to the project is worth our time and effort. That we’re doing something worthwhile.
Because this is the paradox: If we don’t have that commitment, that seriousness about the enterprise, then we can’t be playful about the making of it either.
In order to do good work, we have to go about it without seriousness. We can’t make the work “important” because then we’ll freeze or play it too safe. So in order to be light and playful, we must believe in the seriousness of what we’re doing. But in order to not get bogged down, we can’t approach our work with a grim-faced sense that we’re taking our medicine or doing what we’ve been told. We have to be playful.
For my grim-faced, bored students playing the RPG, they were being told to play. And they couldn’t be bothered to. Playing an imaginative role-playing game was beneath them, I guess. So they slogged through it and never got to experience the lightness and playfulness of taking something seriously without going about it in a serious way.
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