THE DIY OF UNMISTAKEABLE GAMES
The structure of these games is based on two contrasting activities. The players begin to play a game based on a repetitive activity. Whenever a player makes a mistake within the rules of the game then this player leaves the game to undertake a second activity or task. Once this second activity has been completed, or the task carried out, the player returns to the group and rejoins the original game.
The repetitive game should be one which is capable of absorbing the concentration and skills of the players for an extended period. It can be an activity which, if players succeed in repeating it for extended periods without mistakes, may become almost meditational. It may be an activity which is capable of extension and variation (for instance, a player rising and sinking with a board on their head may choose to pause at particular points in the cycle, may choose to explore rising and sinking at different speeds, may turn slowly on the spot while rising and sinking).
The second activity or task may be an 'accumulator'. Players may, for each mistake, make one paint stroke towards the creation of a painting, add one item towards the creation of a collage, add one object towards the creation of a sculpture of collected objects - and the 'accumulated work' becomes an image or metaphor for the sum total of mistakes made by the group.
The second activity may also be a performance - the player making a mistake may sing a stanza from a song, tell a one minute story or deliver a one minute lecture on an agreed subject (or a subject of their choice), play a musical instrument, or mime an activity which they enjoy, etc.
This second activity - whether an 'accumulator' or a performance - should become a positive experience for the players.
- the vital groundrule is that throughout the repetitive game the players continue to do their very best not to make mistakes
- the ending of the game may be determined by the players themselves and/or by the person devising and leading the game