Field Trip Features: Bronx Museum of Art

Walls covered in photos of graffiti-covered subway cars

Walls covered in photos of graffiti-covered subway cars

One panel of photos

One panel of photos

Me, standing in front of a subway-car sized model

Me, standing in front of a subway-car sized model

This week, Mason and I decided we’d like to go on a field trip to a museum we’d never been to before. At Abby’s suggestion, we decided to go check out the Bronx Museum of Art, where there’s currently an exhibition on NYC subway graffiti in the late 70’s and early 80’s.

Mason decided to meet me there and so Hugo and I set out from ALC-NYC by ourselves. We got extremely train lucky taking the 6 to the 4 and were there in no time at all - the museum is basically due north of where we are. The Bronx Museum is also FREE, which is my favorite price for a museum (they accept donations and also sell some pretty cool swag, which I did not buy but am still thinking about). Mason met us there right after, and we headed into the exhibit.

It’s really well set up - first you come into a room with an old subway map plastered on one wall and a timeline of that era in NYC on the other, where a news clip about the photographer who documented the work, Henry Chalfant, is playing on a loop. He’s a white guy and a transplant, not at all who you would expect to be the official-unofficial documentarian of this part of NYC’s counterculture, but apparently, over the years, as he gathered and printed photographs of art that was, by nature, ephemeral and began to compile it into an archive, his studio became a neutral gathering places for all of the various crews to come and study, get inspiration, develop their styles.

At the time the MTA was a mess, the cars rusty and falling apart. The artists who did the work did so at their own risk (graffiti was, and still is, illegal on the subway), working quickly and stealthily to tag cars. Sometimes the work would only be up for hours or days before it was scrubbed by the MTA or covered up by a rival crew. The transience is inherent in the form, and the writers (not artists, as I’d assumed they identified…) prolific.

And the art itself is incredible - the clean lines of the lettering, the colors, the boldness of the forms. There were about 90 prints in the first room, arrayed in rows across an entire gallery wall, as well as pages and pages of sketchbooks where writers worked out their designs (honestly SO COOL, maybe my favorite part). There was also a recreation of Chalfant’s studio and another 2 walls of street photography - writers at work, but also breakdancers and mattress-jumpers and kids in custom-decorated pants and gathered around fire hydrants and posing on stoops. Then in the next room, there were several life-sized model cars and a video on loop with more photos of subway cars - 500 in all!! - with such accurate subway sounds playing that it took my brain a minute to register that no, I couldn’t hear the subway from this gallery, it’s part of the exhibit.

We spent a great hour there, examining everything, before deciding we were done and heading back. All in all, a great museum experience (we were basically the only people there except for some tinies on a class trip) and a fascinating exhibit - it’s up until March and I highly recommend it!

graffiti8.JPG

D&D Updates

We’re two weeks into D&D and it’s been an education. This is the part where I must confess I’ve never actually played a full game of D&D before saying yes to DMing this one - I’ve played Pathfinders, which is extremely scaled down, but that’s it. Also also, though I am extremely excited about worldbuilding (which you might have guessed from my long introduction…), I have become aware that it takes a massive amount of work, on top of tracking what 7 players are doing as well as knowing the rules well enough to talk new players through gameplay, and creating and operating non-player characters, and figuring out where we are in the arc of the story now that everyone has made decisions I could not have anticipated…which is to say that I’m having a lot of fun and I’m also feeling a bit overwhelmed at the volume of work I’ve committed myself to. Committing to playing 4 hours of D&D with 7 players is not exactly what I would recommend to a novice DM...

In trying to manage this workload, I’ve self-assigned these bits of writings - summaries of the last game to keep us on track, knit the story together, and smooth over the rough patches where improv-plot-holes bug me. It’s separate from the prep work I’ve been doing but feels fun and interesting, so I don’t want to stop doing it. Instead, I’m thinking about how many hours a week we’re playing and if it feels sustainable to keep going at this rate without sacrificing quality (it doesn’t). I’m also thinking about novel ways to learn the rules (Chuck is listening to a podcast where a bunch of voice actors play D&D together), harnessing the power of the internet to create dungeons and NPCs, and the practice of letting things be imperfect for the sake of everyone’s fun. I’m sure adjustments are to come, but for now, here’s where the party is at:

————9/10

An unlikely party assembles at Miller’s Tavern and is recruited for a simple job: break into a mansion on the mysterious Nolan Island, get the Key, and get out and get paid. 

The party heads to the market to try and find a map of Nolan island. They acquire an odd map from an odd mapmaker, which features not just Nolan island but also another, unnamed and previously unknown island at the heart of the city. Lock kills the mapmaker, and in the ensuing tangle with the market guards, both he and Krys are banned from the marketplace of Siilvan.

Lock, Stor, and Landoff approach the Thieves Guild (discovered by Krys) with an offer - part of the cut of the job, if the thieves help them case Nolan island. The Thieves agree to help the party, in exchange for the strange map they purchased and 40% of the profits. Stor agrees, and the head thief (who never did divulge her name…) offers the help of their resident mapmaker (son of a mapmaker), who divulges the existence of Steward’s island - the key to accessing any of the Governers’ Islands, including Nolans. The trio also learn that Nolan’s Island is notoriously hard to get to and its fortress legendarily secure.

Stor hands over the copy of the map he’s made, but the Thieves see through it right away. Furious at being double-crossed, the head thief demands hand-to-hand combat. Stor fights her and wins (barely…), escaping with Lock, Landoff, and his life. The three head back to the tavern, where they meet up with the rest of the party…

--------- 9/16

The party made plans and purchased supplies…

———— 9/27

Our party finds themselves back at Miller’s Tavern, again (not only are there murderers here, but everyone is starting to suspect that there are fleas, too). Landrof, Stor, Lock and Amber decide to let Xara Krys and Buddy in on the details of their plan: sneak into the private dock past Henry, of New Staten Island, steal a boat, and sail for Nolan’s Island. 

Everyone rests and eats and waits until the time arrives, and all seven of them head down to the docks (minus Charles the Rabbit, who is a rather conspicuous 7-foot-tall bunny. Krys leaves him parked a few bocks away). 

Just as planned, Henry of New Staten Island is on guard, and with a brief “you look just like my little sista” heads off for his evening appointment with the privy. The 7 of them run into the shipyard and are discovered by another guard, who tries to blackmail them. Instead, they stuff some sleeping-potion down his throat, split up into 2 boats, and cast off.

The waters of the Castoff River are much, much choppier than expected and the night is dark, even with the light reflected from the city. After a few minutes of rowing, both boats spot the same thing: a giant cliff rising up out of the river much too close to them. A beach is spotted, and both halves of the party manage to shipwreck themselves on said beach mostly unharmed.

There’s only one path up the cliff and the party decides to take it. At the top, they find a sprawling, arcadian garden, deep with night shadows, and beyond an imposing fortress, all dark walls and threats. Suddenly, a guard goes by. Everyone hides, but Krys doesn’t get out of sight in time. Spotting them, the guard assumes they’re the druid that the Governer is expecting to come mend the garden and marches them off to a cell where he can keep an eye on them until it’s time for them to work in the morning.

Thus split, Stor and Landrof get into a heated argument: should we rescue Krys or not? Stor is adamant: he’s not leaving them behind. Landrof is indifferent: if they got caught, that’s their problem. 

Meanwhile, Lock has disappeared into the garden, off to investigate a well. There appears to be no water in the bottom. He drops a rock down and hears no splash. Silently, he climbs over the edge and jumps down the well. He drops and drops, thirty feet, bouncing off the wall of the well, and lands, somehow, without shattering his legs. He gets up, injured but not incapacitated, lights a torch, and starts wandering off into the darkness.

The party back aboveground has split. Stor and Amber cook up a quick plan to rescue Krys, who was unsuccessful in talking the guard into letting them go, or getting a bird to steal his ring of keys. Just as they’re about to try 

The other half of our party - Landrof, Xara, and Buddy - have gone into the darkness between the sleeping rhododendrons to see where Lock’s gone. When they discover the well, they all come to the same conclusion as he does, though they use a rope to lower themselves, instead of jumping with moderately more success. (Xara has a rough time, being Dragonborn and much more suited to being giant and menacing rather than light and easy to lower via rope, but he makes it down in the end.) 

Stor and Amber hide in the woods near Krys’ earthen cell and distract the guards by shooting an arrow off into the woods (not very bright, human guards…) who both wander off to investigate. Stor levers the door off Krys’ cell and the three disappear back into the darkness of the garden, heading for the well themselves. 

Soon, the whole party finds themselves in the dark tunnel, illuminated by their various candles and torches. Lock, with a headstart, discovers the room first: a circular stone chamber with twelve branching passageways off it, and a circular hole in the ceiling full of darkness, from which dangles a rope-and-wood ladder. Lock, with his headstart, also discovers that there are two giant rats lurking in one of the tunnels, and that they attack without provocation.

Amber pulls a bunch of loaves of bread out of her pack and throws them at the rats, momentarily distracting the creatures. The others all draw their weapons, except for Buddy, who draws back to the mouth of the tunnel they just emerged from. 

The rats are fast and their bites are ferocious. Lock, already injured from his fall, stabs one but then gets bitten square on the shoulder. Bloody and badly hurt, he manages to get it off just before Stor rushes in to kill it. Amber, Krys, Landrof and Xara engage the other rat. The fight is short: Xara melts the creature into a puddle of goo with his acid spit.

After the fight, Stor rounds on Buddy and begins yelling - what the heck man? Is that what you do in danger - you just stand back and do nothing? I know you’re a bard, but you could at least sing us some courage or something.

After the echoes die down, they hear a drip from the ceiling…

————9/23

The drip from the ceiling turns out to be an extremely acidic grey ooze! The fight is quick though - Amber, Landrof, Stor, and Lock make short work of the monster (though their weapons do not escape undamaged - both Stor and Amber’s are permanently weakened by the monster’s acid. 

Just as soon as the monster is defeated, a halfling appears out of one of the tunnels. Just shy of three feet tall and carrying an incongruously large pack, they inform the party that their name is Pumpkin (just Pumpkin, no first name, and any relation to any members of the Pumpkin family back home in the Shire is none of anyone’s business). After a bit of bluffing, Amber figures out that they’re scared of the Governers, and the party offers gold and an opportunity to undermine them in exchange for Pumpkin’s help on their quest. He agrees, and informs them that Nolan’s island isn’t safe to access through these tunnels due to the presence of a Gibbering Mouther - their weapons aren’t nearly up to par. He suggests they go instead to Cristof’s island, where there is a magical cache of weapons that will help them get into the legendarily impenetrable fortress at Nolan’s.

The way to Cristoff’s island isn’t a walk in the park - the tunnel Pumpkin leads them down is infested with Giant Rats and also an Ocher Jelly, which splits into two jellies when sliced (oops!). Amber sends out a thunder wave that hits the unsuspecting party - both Buddy and Xara are badly injured and pass out. Once the jelly is defeated, the party decides to take a long rest at the end of the tunnel, to eat and rest and prep spells to revive themselves as Pumpkin and Landrof stand watch...

————9/24

(I’m one session recap behind, so check back for this one!)

Dungeons & Dragons 2019!

This week, we officially started our Dungeons and Dragons campaign and I'm the DM! I am very, very excited about this game not only because it gives me an excuse to talk in funny voices but because I've never DMed before. The DM, or DungeonMaster, is in charge of worldbuilding - creating not only the landscapes that players encounter but the people, monsters, and adventures they discover therein. I've created a new tag on this blog to document what I can of this first adventure. The following is the intro to the world that I gave all our players as we sat down this past Tuesday to begin our first session...

Welcome to Susstra. This is a watery world, full of salt flats and marshes and evergreen islands dotting clear channels of fast-moving rivers and wide, deep slow sections where cities huddle, monopolizing a bridge or a ferry-crossing. This is a world of rapids and waterfalls, of canals and flood plains. The known continent - this one that we’re all inhabiting - is divided into many lands. The creatures who inhabit these lands are as different as the waters that divide them. Some - like the halflings of the Shire - keep to themselves. Some - like the humanoids that populate the lowland salt flats - live in mixed communities where humans, half-orcs, dragonborn, teiflings, and all manner of elves live side by side. Lots of countryside is wild, and unclaimed; lots of it is also claimed by various kings, barons, councils, and collections of magic-wielders. Most clusters of people form townships; cities are rare and tend to be clustered around major ports. Generally, whatever local government runs the surrounding countryside with whatever magic, muscle, and manipulation they can manage; travelers generally stick to waterways, which are considered more neutral that highways on land (which tend to be dangerous, swarming with vicious highwaymen).

There are lots of gods in this world and demigods and semigods - lots of beings with power in this part of the universe. Here the streams of knowledge of how to manipulate energy, like the streams and rivers of the continent, are abundant and fractal. Magic is abundant. Wield enough of it, and you can call yourself whatever you want.

But also, be careful who you claim to be descended from, because the gods are present and can be prickly about how you talk about them. People worship freely to a pantheon of water deities like the many waterways of this land: fluid, branching, forever changing, sometimes nourishing, sometimes terrible. Parent gods are highly localized, often the anthropomorphization of rivers, lakes, harbors, waterfalls and other places of water that supports life. Clustered around them are their godly offspring and plentiful mortal children - both walk among mortal creatures. They called upon to bestow favors and, depending on how powerful they are, some can actually grant them. Not everyone cares, but the existence of the grandparents of all deities, the parents of all waters - Ocean, River, and Rain - is hotly debated among scholars, priests, and others interested in the divine.

This city, the city, Siilvan, is no mere sad feudal holding, it’s the greatest metropolis in this hemisphere. For as far as a boat can take you on this watery continent, all the way from ocean to unbroken ocean, this is where people - human, elf, dragonborn, teifling, halfing, dwarf, orc, and every bastardization thereof - came to live and die in hope and squalor. The city is tense and sprawling, crowded and squat, huddled on an archipelago of rocky islands, at the delta of three major rivers, where they flow together into one great channel and out to the open sea.

Some islands are for the rich, who rule the city by proxy through the governers, much spoken of but rarely visited, glimpsed only across the waters. Most islands are filled with the poor, and are filled with short buildings clustered chaotically around open-air marketplaces. The islands are linked by bridge and ferry; the waters between them are fast-moving and swirling with hard-to-predict currents which keep the poor from swimming over to and overwhelming the strongholds of the rich.

Everyone knows the governers are corrupt but most people feel neutral or resigned to them; this system has been in place for generations, becoming more and more corrupt but by slow degrees. Having the governers favor makes your life easier but they prefer to make life hard. You are here tonight because you’ve heard a rumor: someone here is a representative of the governers (or just one of them? a coalition? you’ve all heard different rumors) who is looking to assemble a multiracial team to do a big job, one that could earn you a spot on one of the nicer islands, a cushy life, gold for days, influence over the city, and the life you’ve only imagined. Only one job and then, your wildest dreams fulfilled. Seems almost too good to be true…

First Week Wheeeeeee!!

Well, turns out three years of practice does make a difference. Earlier this week everyone in spawn was all talking at once, and the 8-year-old facilitator was completely distracted with his lego, and no one had written anything on the board, and I could hear kids from the other spawns already out in the hall, finished with their meetings when we hadn't even started, and I wasn't worried about it. Past Mel would have felt pressured to do something, but I didn't. I resisted the urge to take control, to make the meeting more "efficient," and I was able to tolerate the discomfort (less than it once was, after the practice of many chaotic spawns) because I really do trust the kids now. A big part of it is noticing where my schoolishness wants to eat that trust and actively choosing to reject the impulses of ordering, controlling, and making things smooth; another is recognizing the assumption that order, control, or smoothness are the primary goals of the meeting, rather than authentic presence, reflection, and relationship-building. Time is weird, but sometime in the last three cycles I've begun giving myself permission to relax in noticing the ways that it is circular. Things are how they are right now, so notice them. Be present in that noticing. Spawn is chaotic and that slows things down but we are here: a teen is trying to help the 8-year-old decide how to set the gameshifting board, a kid who has been practicing is sounding really good playing piano, everyone's body posture is relaxed and sleepy this morning. This is only the second day of school. There's plenty of time.

After a summer of littles, I'm particularly grateful to be back in a self-directed space with pre-teens and teens; I was reflecting on this after I spent a lot of yesterday talking to Timo and Iphy. We started with which language-learning apps we like (estamos practicando español!) and then, organically, moved through conversations about gender, patriarchy, the origins of hegemony, conspiracy theories, what money is, individual actors vs organizations, climate change, theories and schemas for manifesting cultural shifts, brains and bodies and networks and emergent strategy and so much more; a pretty comprehensive list of some of my favorite subjects to swirl my brain around. There are lots of kinds of self-directed spaces, and lots of kinds of play, but this particular kind - where we float on a conversational tide of our interests - is one that I love, and am grateful for the intellectual challenge of.

More first week highlights: ramping up a really big D&D game thanks to Xander's enthusiasm and organization, lots of humans playing the piano, reconnecting over our fandoms, listening to culture keepers discuss culture hacking, a smooth(er) cleanup time than the end of last year, sharing books, listening to Sebastian's evil laugh echoing down the hall, the return of Geoguessr, Wikitrails, and Coup, the invention of a new currency, age-mixed Roblox, naming the new projector, and listening to Timo and Iphy explain active voice to Hugo (happening right now!). Exciting things to come: field trips, park trips, the return of volunteer-led offerings like Acro and cook noob, art projects, anatomy and physiology, and a Pokemon showdown tournament (that I might stand a chance in - we'll see!). First things first: the D&D crew got $150 from finance club today to go to the Strand and Forbidden Planet on Monday to get supplies! Yay for a new year!