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The DIY Of Travelling Games

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There are as many different journeys which can be made across a room or space in the course of a game as there are journeys which can be made around the world. 

Players can travel as slowly as possible or as quickly as possible.  They can travel in darkness or in light.  The journey may be interrupted with obstacles or celebrated with rituals.  Music and singing may accompany the journey or the journey may be completed as silently as possible.  Players may be supporting and carrying other players or stretched out in an extended line with only fingertip contact.  They may be travelling light or carrying a wondrous assembly of baggage.  They may have tasks to perform during the course of the journey.  The journey itself may be in a straight line or may follow a curved or zig-zag path marked on the ground.  The players may travel from one location to another, or they may complete their journey by ending up where they began.

However, whatever the groundrules established for the journey  -  the 'absolute freedom within very definite limits' which determines the creative options open to the players  -  these groundrules and accompanying safety guidelines (see Notes below) remain relatively simple.  The opening Notes below are expressed in general terms since they are relevant to almost all games in this book, and such Notes are not generally repeated in later chapters.

Notes :

-  the groundrules should recognise and respect the abilities and disabilities, skills, and enthusiasms of the players

-  the groundrules should bring the players together as a group

-  a "communicate in any way except by using words" option often stimulates and improves communication within a group

-  all the decisions taken by a group of players should be agreed by all the players (that is, every player has a 'veto')

-  a group is allowed appropriate time to create and practice their chosen way of travelling before beginning their journey

  a large group of players may be divided into two or more smaller groups (and this division into a number of smaller groups may be a game in itself) :  each of these smaller groups then works independently, with each group taking a turn to undertake their journey whilst the other players watch

-  where players are being carried it is important to ensure that there is appropriate supervision and guidance in relation to safety.