PLAYING FAIRE: ON RENAISSANCE FAIRE GAMES v1.0 Index: Generalities Terms defined For the player/playtron Types of games Types of rides For the gamer ======================= GENERALITIES One of the often ignored aspects of Renaissance Faires are the rides and games. This essay is an attempt to answer some specific, and some other implied questions, and is based on my own experience as a gamer, and as a player of games. Thus, while I have attempted to include all types of games at all types of faires, I have undoubtedly misunderstood some specific details of games and of faires, and left others out engirely. Any errors or omissions are entirely my responsibility. Generally speaking, organized fun is a phenomenon of the 19th century and later, thus there are fairly few period games. One of the challenges and attractions of renaissance faire games is to make the game appear as if it could be period--such as human powered carousels. (The earliest reference I have seen is an early 18th century Hogarth drawing, implying carousels were common by the end of the 17th century). Generally, the more adult games (archery, crossbows, horseshoes) are more period. Keep in mind that there were several attempts in period (say 1400-1650) to regulate games, notably by forbidding all games except archery. Faire is a time when your regular life has been replaced by some level of fantasy (even if the faire is historically based and you are into reenactment, you are still pretending--it didn't really become 1560 when you walked through the gate, you know). So, ride an elephant, ride a swing, banter with the guy at the test of strength, race a turtle, catapult a frog, and generally feel free to do things you normally wouldn't be doing. ======================= TERMS DEFINED The following refers to game-specific terms. See the larger SCRIBE FAQ for a more complete general faire terminology. Games Generally, these refer to a specific type of games at faires, as described below. "Games" as such do not generally include board games (such as chess), card or dice games, "performance" games such as rounders or human chess. The term does generally include most rides, except animal rides (elephants, camels, ponies, etc.) Gamer A person who works at games. These include the person who actually operates the game, and who usually also hawks the game, breakers, and various supervisory/management people. The term is also used, outside the Renaissance faire environment, to refer to people who play various role playing and similar games, such as Dungeons and Dragons and their spinoffs, Myst, and the like. Just to confuse the issue, often faire "gamers" are also real life "gamers". Pushmonkey A person who pushes (or pulls) a ride. A few people feel it has negative connotations, however the term is commonly used by both gamers and other renaissance faire performers. Gamester Often used to distinguish the above from a person who engages in board, card, and dice games. Breaker A person who provides relief to the games, for rest breaks, etc. Of course, the term is also used for craft and food booths as well. Hawking Activities intended to get people to play your game, esp. using verbal cleverness. Again, also used with regard to other booths. In the faire environment, this term is almost never used to refer to falconry. Boothie A person who works at a booth, selling and or hawking food, drink, crafts, games, etc. Sometimes used by performers and guild members to refer to all such people; gamers tend to use the term to refer to non-games booths. ======================= FOR THE PLAYER/PATRON/PLAYTRON/CUSTOMER Prices: Obviously these vary with local custom, but generally are in the range of $.50 to $3.00 as of the new millenium. Often, there may be a range of prices, such as two tries for $1.00, five tries for $2.00. Tipping: Generally tipping is NOT expected, and may be actively discouraged. If you feel you have really had a great experience, it is always acceptable to offer a tip, but never feel you should. On the other hand, an offer of a cool drink (preferably non-alcoholic) is always very welcome. Aren't games for kids? Well, there are rides clearly limited by height and/or weight. Other than that, anyone can play any game. Popular adult games include the insult games, anything with sharp pointy things, such as archery, knife and axe throw, and the test of strength. However, many other games are actually fun, and often silly--personally, since working a Catapulting Frogs game, I always try the variant at the local faire and have a lot of fun doing it. Prizes: Most games tend to award prizes; some do not. The approach varies (like almost everything else, no?). Toys--popular with the kids. Often, the quality of the prize increases with the level of skill shown --one frog in the basket gets you a rubber fly; three gets a feather; five gets a large toy sword. Certificates--more popular with adults. These may be free games or rides, free food or drink, free kiss cards, or various certificates of expertise suitable for framing. Tokens. A wooden, plastic, or aluminum coin. These are usually nice souvenirs in themselves, but can also be traded in for prizes. Usually the trade-in place is near the front gate, or the front of the gaming area. Either way, the top prizes are usually T-shirts, mugs, or free coupons for food and drink, with turkey legs and beer being most popular (if the latter is a prize, there is always the option to get a non-alcoholic drink instead). ======================= SPECIFIC TYPES OF GAMES This is the longest single section here, so please bear with me. I know I haven't seen all faire games, and I have probably not only missed some games, but missed some of the terminology. GAMES WITH SHARP POINTY THINGS In addition to the skills needed at other games, SAFETY is important here. This means the gamer needs to be sure safety rules are followed, and the player needs to follow them. Often, the gamer will provide instruction in the use of the equipment every time a new player arrives--if you happen to know how to throw an axe, or are a bow hunter, please still pay attention--many people do not know what they are doing. Often such games have a clear sign "Play at your own risk". Darts. At most faires, the targets are pictures of some kind--the Armada, Henry VIII, a French twit, etc.; at some they are actually targets, usually painted on wood--one of the more period-looking versions uses slices of tree trunk. The object is either to break balloons or hit a fairly small spot on the picture, or hit the bullseye. I haven't seen any faire where the game is actually a modern dart game of the sort played in pubs, but there may be some. The problem with standard pub dart games is they require competition and that they take too long. A variant uses a large wheel--the operator spins it while the patron tries to hit particular segments--each segment is labelled with some prize (or appropriate lack of prize). Archery. Pretty much what it says. Many faires have the archers in some kind of shed (like the typical rifle range); some actually have the entire game enclosed (again like the indoor modern shooting range). Targets may include some variant of the standard archery target, and often some objects such as a stuffed dragon, or a large potato. Unlike competition and sport archery, usually the range from the firing line to the target is very short, in the range of ca 50 to about 150 feet. Correspondingly, the pull of the bows is rather light. Usually there are at least children's and adults' bows; sometimes you have the choice of a range of pulls. Bows are usually either traditional longbows (although very rarely if ever a full 6 foot longbow) or traditional recurve bows--I have never seen a compound bow at a renaissance faire. Prizes are rare--more common is some kind of certificate of accomplishment; a common prize is a free game (either some more arrows, or a chance at another game). Crossbows. Unlike archery, which uses "real" target arrows, I have found very few crossbow games which have pointed bolts. The bows range from clearly toys to almost-period reproductions. As with longbows, the pull is quite light. The typical bolt is either a rubber tipped dart, or a regular crossbow bolt with no point, or a wooden ball at the tip. A common variant is a fairly period looking crossbow which shoots pingpong balls. Targets vary: they may be something which is knocked down--such as monsters, dragons, galleons, etc. on a hinge. I have seen several crossbow games with moving targets (operated by hand by the operator, moving back and forth). Other targets (used with the rubber tipped darts) include animals or targets where the bolt is supposed to stick, and backdrops with holes in them. Axe throw. Axes vary, often with a head designed so that the points at the top rather than the edge are what is intended to stick. Targets tend to be either usual targets, or geometric shapes (hearts are popular, it seems). I have been to several faires where the axes are extremely heavy. For those familiar with buckskinner events, it is rare to see hatchet/tomahawk size--the common faire axe has a larger and duller head--although one does see axes which could be use to chop things or in warfare. Knife throw. Similar to the axe throw; in fact often axes and knives are avialable at the same booth. The knives are almost always the standard throwing knife. Star throw; Ninja stars; shuriken throw. As with knives, but you throw stars at targets. Not period for Europe, but they are period for Asia. And, Sir Francis Drake's expedition could have brought them back. Spear throw, javelin throw Some variation here--usually the "spears" are 6-8 foot long sticks without points; you attempt to put them through holes in targets. But, I have seen one version with much more slender sticks, about standard sports javelin size, which come to a point, and which you try to stick into a straw target. GAMES WHERE YOU THROW THINGS (that aren't sharp and pointy) Slingshot games. Generally, using a large, fixed slingshot to hit something (like a bell), or knock something down. The ammunition tends to be beanbags; the targets are often stuffed dolls (such as a group of monks in cutouts of an abbey facade). The slingshot may be as simple as two parallel posts, or a metal post with a hinged hoop or fork--I have never seen loose, hand slingshots. Bag toss; ball toss; pig toss Very common. You get some beanbags, stuffed animals or balls, which you then toss at a set of targets. Usually, you try to knock something over, but I have seen a games in which you toss into holes in a target. Fowl Line; Free Throwe A free throw at a basketball hoop, decorated in some fashion (I like the one with a chicken). The hoop is usually much higher than the regulation. Stewpot. A large pot into which you toss rubber chickens and vegetables--the better the stew you make, the better the prize. Money toss A collection of plates, jugs or other pottery. If the money or token you toss remains in the pottery, you win that piece. Ring toss As above, with sticks or sometimes with bottles. If the ring stays on the thing, you win. GAMES USING CATAPULTS: Catapulting frogs Catapult them onto a lily pad, or into a bucket. This game is very common at faires, and yet has among the greatest variety of any game. Frogs can be either rubber toy frogs or wooden frog shapes. The catapult can be operated by hand, or by striking with a mallet. All versions I have seen involve a two-stage levered catapult--one pulls or strikes one lever which moves another level which actually moves the frog. Since the basic game is essentially silly, operators tend to become rather silly themselves in both hawking and general behavior. This is my favorite game to work at, and I play it at every faire I attend which has one. Catapult other things. Usually bean bags, although I have seen fairly realistic rubber rocks. Usually nonfrog games involve trying to knock something down (like monks in windows of a monastery, who are pelted with fish). GAME WHERE YOU FIRE SOMETHING Paintball. Paintball guns, usually cleverly disguised as arquebuses, are fired at a set of targets. Often, the targets include men at arms in armor (disguised paintball armor), who insult and threaten you while you shoot at them. Pellet guns. Usually not disguised. You fire a pellet out of an airgun at a target. Sink the ship Spring loaded cannons which shoot baseball sized balls at ship cutouts. The cannon are on naval carriages on a mockup of a ship's gun deck. GAMES WHERE YOU ROLL A BALL "Skeeball". (I have never seen a faire version called this; I think this name may be trademarked) A manual version of the popular arcade game. You roll balls up an alley into holes--the smaller the hole, the better the prize. Bowling. Usually at 10 pins, on a wooden alley. Castle siege; fight the pirate. A game version of the classic high school physics/mathematics demonstration of a random walk. A slanted board with many pegs. You roll a ball down the board into a slot (or a castle gate). Pinball A fully manual version of pinball (actually, technically this is called bagatelle, if I am right). The version I saw at Maryland actually had manual flippers as well. Goof. Sort of like golf. You have a club which you use to hit a ball into or at targets. Ratpucking: Since this is sort of like golf, I mention it here. It's played by faire-goers with hockey sticks (or golf clubs) for fun. And, it uses rats rather than balls or beanbags. I don't think anyone has a booth where you are charged for this. There is an official RatPucking Website for aficionados. GAMES WHERE YOU SWING SOMETHING ON A ROPE Ninepins. As opposed to the above, this game usually involves nine pins, but the ball is on a rope suspended from, in essence, a gibbet (although I have yet to see anyone point this out). The player pulls the ball back and lets it swing--all 9 pins down and you win a prize. Ring the pirate Pirate cutout with a hook on his arm. You swing a ring onto the hook. INSULT GAMES: The point here is that the performer insults the customer, who then can reply by throwing things at the performer. My observation to date is that, if there is more than one of these, the tomato game tends to be more "adult" than the dunk tank. Pelt the Privateer, Tomato Justice, Vegetable Vengeance, Vegetable Justice, and similar names. The performer sits in an enclosed shed, with head (and usually hands) sticking out. Customers throw tomatoes which the performer attempts to dodge, while insulting the customer. This could be seen as an outgrowth of the pillory and stocks of renaissance punishment, but in fact appears to have been developed, as a game (i.e. supposed to be fun for all concerned) in the post-[US] Civil War era. Since this also comes up a lot--all tomatoes are bought spoiled; we aren't really wasting food. (Besides, good tomatoes would cost too much). Dunk the Duke, Drench a Wench. A standard (usually disguised somehow) carnival dunk tank. If you hit the target, the person inside a cage falls into the water. Paintball guns. See above-sometimes the human "targets" "threaten" you or insult you. GAMES WHERE YOU GET WET Stocks. Actual stocks (actually usually pillories, holding the head and hands) in which patrons voluntarily put themselves. Often for an extra fee, the operator then pours water over the patron; commonly the stocks are labelled with the "crime" (horse thief, scold). Often, the operator doesn't insult the punishee, that's left up to the crowd. This is a period event, although I'd hesitate to call it a "game" in period. Dueling buckets Here's another game where the player gets wet. There are two stations, each with a bucket overhead, and a trigger attached to the bucket. Two players each throw beanbags at each other's target until one gets splashed by the bucket. TEST OF STRENGTH This is really in a category of its own. It's a version of the standard carnival game-you hit a pallet with a mallet to try to ring a bell by forcing a metal ringer up a pole. The mechanism is fairly standardize, the decorations are faire themed: The one that I have worked most often goes from Pustule through Lickspittle to King. Many faires have multiple versions of this-usually at least one for kids and one for adults; others have one for men, one for women, and one for kids. However, I have seen not-all-that-large women ring the bell on the "men's" device. Most faires have some sort of contest at the end of the day-all those who have qualified (e.g. by ringing the bell at least twice) get to play; he (or she) who rings the bell the most times wins a T-shirt or mug. And, again since it comes up-the "secret" to ringing the bell: Try to hit the pad near the front (toward you)-most have a bolt hole near the end-aim for that. Do not aim for the pad itself, but aim to hit the ground under the pad. And, hit the mallet completely square on the pallet (usually you tend to hit the side away from you first, since you're at a height above the target). And, of course, take a good, full swing-over the head works well. I mention this because often people who swing a sledge or pick all day have trouble ringing the bell-they let the tool do much of the work, and they are concerned with accuracy. GAMES WHERE YOU "FIGHT" SOMEONE Fencing, singlesticks, quarterstaffs. As distinguished from serious fencing booths, in which patrons actually receive instructions in use of swords and rapiers, this is a game. The general pattern is that two people are given some kind of protection (for fencing, often the same equipment used in the sport), with the addition ot a fake head or balloon on the top of the head. The object is to knock off the head or pop the balloon. Since safety is a major consideration here, all the games I have seen require slashing rather than poking motions--I would think this game actually puts the knowledgeable fencer at a disadvantage, since the serious fencer (except for sabres) tends to thrust rather than slash. Log fight; Fight the Knight, etc. A fairly large, smooth log--two people sit on it (normally crosslegged) and try to knock each other off by hitting each other with pillows. Usually surrounded by large amounts of hay, as is Jacob's Ladder. CLIMBING GAMES Jacob's Ladder. This one almost always has this name. A short rope ladder is attached at about 30 to 45 degree angle from the ground to ca. 5 or 6 feet in the air; each end of the ladder is a single rope, which then spreads out to the normal ladder. The player then attempts to move up the ladder without either falling off or flipping over, until they reach the top (usually defined as ringing a bell attached to the top of the ladder--usually on a tree). Climb the castle wall. A standard rock climbing training wall, decorated to resemble a castle. Climbers are placed in safety harness, and belayed by a gamer--nearly always the operators of this game are themselves rock climbers, often instructors. GAMES WHERE YOU RACE ANIMALS More complex than many games, since you have to have animals. These seem to be specific to a given faire, with each faire having substantial variants. I have seen (and played, of course) the following- Turtle races: you select a turtle (each having a number or other identifier on it). All the turtles are then put into the center of a circle--the first one to get outside the circle wins. Goldfish races: several fish in long shallow tanks. Each player selects a fish.At a signal, each wiggles his/her finger behind the fish until one gets to the other side. Rat races: Select a rat--they are then put in the bottom of an angled maze--the first rat to reach the top of the maze wins. I have not yet seen the modern carnival game where one mouse is put in the center of a large roulette wheel, and then released to run into a hole in the circumference--but it would be fun to see, and probably some faire has such a game. It should be noted here that I have never seen a faire where these or other similar competitions involve any betting at all--the winner gets an inexpensive prize, the rest may get some kind of token that they played the game. OTHER GAMES It seems every faire has a game specific to it. As you check out the games, be sure to look for the unique one(s). Here's some I have played, which I have only seen at one faire: Turtle race. Slanted board, with large (ca 1 1/2 feet tall) turtle cutouts. Turtles are manipulated by jiggling ropes through their front legs, moving up the board until one reaches the top. Dodge the axes. Several large battle axes (inflated or stuffed). These hang on a swing frame--you run lengthwise through them, trying to to get hit. Guillotine A (dull) blade chops off the head of a dummy, which springs into the air-you win a prize depending on which of several baskets the head falls into. "Fishing" A water tank or box full of wooden fish or other animals. Each has a prize number on the bottom. You hook a fish with a pole of some kind, and win the prize. ======================= RIDES Essentially there are three kinds--swings of some kind, circular rides, and animal rides. SWINGS: "Ordinary" swings. Most larger faires have some version of a very large swing (holding about 8-16 people)-- pushmonkeys then get it going fairly high and let it run down, at which point they stop it. The large swings usually are decorated as an animal--I have seen swans, griffons, and dragons, among others; I have also seen a moon swing . Many faires also have 1-4 person swings. These are usually more gentle than the larger ones, but again tend to be decorated with animals--often butterflies. Ship rides. Some faires also have swings which the rider can control. All I have seen are ships, which typically hold either 2 or 4 people. The swings, in addition to the usual suspension lines or chains, also have two ropes hanging from the top of the ride's frame--once the ride gets going, the riders can pull on the ropes to go higher/faster. CAROUSELS A series of seats suspended from a central post. Seats range from Skychairs and carved horses to small "vessels". Depending on the size (number of people accommodated and whether or not they are adults, or restricted to children), these are operated by two to four people usually. The thrill here is in centrifugal force, plus the wonders of Pi--while the people pushing the ride are walking around the center in a circle of, say 6' diameter (thus just over 18 feet around), the riders are at the circumference, which may have a diameter of, say 20-25 feet, thus are traveling 60-75 feet--about four times faster than the roughly 3 miles an hour of the pushmonkeys. Some variants--Several faires have variants of the above. Some examples I have seen: Carousello. Instead of cars or horses, there are chairs or smaller cars which are fastened on a swivel. As the large circle goes around, each car also rotates on its own axis, giving multiple motions. Da Vinci Flying Machine I hope I will be indulged here (since I got my start with this ride) if I also mention this (all the ones I have seen were developed by North American Carrousel). The cars are reproductions of the flying vessels in Leonardo Da Vinci's c drawings, complete with either a sort of corkscrew propeller or bat-like wings--the proprietor can be turned, and the wings flapped. The cars easily hold two adults and two children--although four or five children is common, and I have seen four adults in one. Given inertia, with that amount of weight the thing really gets moving; the design is such that two people can move it with a full load of 32 people, and one person can get it going. Crow's Nest Although similar to a carousel, really a different ride, and probably the closest faire equivalent to a thrill ride at a carnival (although Maryland Renaissance Festival's long slide is a competitor for the title). There is a central pillar, with a round wheel attached to it by chains/wire rope on the wheel's circumference. People sit either on the circumference of the wheel facing in, or, for a bigger thrill, facing out. Pushmonkeys then wind the thing up--since the support cables are fastened to the pillar (rather than to a rotating wheel as in the carousel) winding the wheel makes it go up in the air. Eventually the pushmonkeys let loose, and the wheel spins, rather fast, unwinds and then rewinds several times. Hog Wild; flying elephant. A single car, generally barrel shaped, with appropriate decorations to the name. The swing's supports are fastened onto a swivel, thus allowing rotation while it is swinging. Again, a thrill ride. SLIDES Maryland has an impressive hill on site. And, on the hill is a very long slide: you get a piece of burlap, sit on it and off you go. Many other faires have a typical playground slide in an area set aside for little kids. This doesn't really count as a "game", and its free. Kid's joust; slider horses; quintane Very popular with smaller kids, usually limited to about 80 to 100 pounds maximum. A wooden or fiberglass horse rides on a cable, which is fastened about 8-10 feet in the air on one end. Rider gets on horse, is given blunt lance, trigger is released, horse slides down cable tries to catch a brass ring, hit an actual quintane's shield or the like. OTHER RIDES Usually not run by the people who run the games. ANIMAL RIDES. Elephants, camels, ponies; burros; there may be others, of course. And, since it comes up so often--yes, there were elephants, camels, lions, etc. in England in the Renaissance, in fact King Edward III had quite a menagerie long before the Tudor era--the "Lion Tower" at the Tower of London was, in effect, a semi-public zoo in the late middle ages and the Renaissance. CARRIAGE RIDES; CABRIOLET; RICKSHAWS Human powered rides seem to be getting more popular; most rickshaw rides I have seen are a form of transportation (you get taken exactly where you want to go), and the costuming is usually North Indian, not Chinese. I have seen carriages, but they're usually 19th century landaus and similar-although there is probably at least one faire with period carts and or carriages. ======================= FOR THE GAMER Who runs the games? Although general faire management may run all the games, they are more likely to contract with either individuals or gaming companies (similar to the way crafts are handled). How do I get a job? Contact the faire management, and ask who runs the games. Or, go up to a gamer and ask. Often, there is a need for gamers even after the faire season starts, so it is often worthwhile to apply even at the faire site during the day. Somewhere on site there will be a headquarters (often near archery, since that requires a fairly permanent structure)-Ask. Depending on state and local laws, there may be restrictions on the type of game you work depending on your age, but many gamers start out in their early teens. You may be asked to prove your age. Pay Generally gamers get paid, although some of the simpler games at some faires are operated by volunteers. Pay can be a flat daily rate (prorated for part days), straight commission (up to as much as 30%), or a combination of a commission and a minimum (for example, you are guaranteed $40 for the day and 25%--if your game takes in more than $200, you get 25%). Amounts vary, but you can usually expect to get about the current minimum wage or better. Often pushmonkeys get paid more. You may get paid weekly or biweekly, or may get paid at the end of each day. Usually, if the gaming company supplies your garb, you will have a deposit held out of your pay until you return the garb. Types of jobs. Obviously, there are game operators and pushmonkeys. Other jobs include-- Breakers for the regular operators. Supervisors who may also act as breakers, and who also may be responsible for seeing that there are enough prizes, handle possible complaints, and the like. Sometimes games will also have one or two people who, for lack of a better word, could be called "support staff", doing such things as carrying water to the gamers, replenishing change, etc. Change/token people. Some operations also include a separate booth where money is exchanged for tickets or tokens which are then used to pay for the games. And, of course, a typical game operation will have a general manager and a separate fulltime technician/engineer who keeps the games and rides safe, supervises rigging, makes repairs and the like. Assignments. It is fairly common for some games to always have the same operator/gamer, and for other people to rotate among different games. Normally, a given gamer (other than breakers, etc.) works the same game for the whole day. Assignments are generally based on a person's wishes (some people like to stay at one game, others like to move around) plus specific skills, particularly in hawking a given game. Some games, particularly those involving a high degree of skill merely to play or perform, such as the vegetable toss game, or axe and knife throwing, tend to have the same gamers all the time. Some operations will also take seniority into account-assignments may be made in part based on how long you have worked for the company, or your experience at a similar game at another faire. Working conditions You are working outdoors (duh)--depending on your specific location you may be in the sun nearly all the day, and are often in fairly dusty conditions, unless it's raining. Most gaming companies make an effort to provide some shelter, such as a market umbrella or some roofing (e.g. a shooting range roof over the firing line), but generally you are exposed to the elements. Of course, if you work the dunk tank you will get very wet; the vegetable justice gamers tend to develop a very strong dislike for tomatoes. Most faires take place during a fairly hot time of year. It is CRITICAL that you drink lots of liquids. Alcohol is a diuretic, so are cola drinks; and sugar tends to make you thirstier. Drink LOTS of water. A popular replacement for fluids is also "dragon sweat" (or, at some faires, "dragon piss")--lemonade with some salt added. Various sport drinks like Gatorade are also helpful. Eating some food during the day is also very helpful. Pickles have the attraction of being cold, having lots of liquid in them, and containing sodium-all good things. In addition to drinking lots of liquids, remember sunburn, especially early in the season. ("Bodice tan" can be interesting; "bodice burn" is no fun at all). Remember sunscreen. Consider big straw hats. Generally, it's fair to say you are also expected to be a performer of sorts. Depending on the fair, you may be expected to develop a persona; certainly Basic Faire Accent is usually expected (although this need not only be English, but could be Irish, Scots, French, German, Italian and the like). Hours of Work There will be some kind of morning meeting, usually about a half hour before opening gate, although 45 minutes to an hour is not uncommon. This allows work assignments to be made, any last minute costuming changes, and time to set up the game. At the end of the day you will usually also have a short debriefing meeting. In any case, you will need time to strike the game for the night--e.g. removing the prize boxes, putting the mallets away, etc. Unless otherwise arranged, you can expect to work all day, the exact time varying with the opening hours of the faire. During the day, you can expect two breaks, usually totalling an hour; these may be two 30 minute breaks, or could be a morning 15 minute and an afternoon 45 minute break. Gamers at multiperson games and rides often trade off specific tasks during the day. For example, taking turns collecting the arrows or pushing the carousel, while one person collects the money. You may be able to arrange part time work--such as only during the busiest part of the day, or only on Saturdays. Of course, such arrangements are expected to be made in advance. At most games most of the time most of your customers will be children. If you don't like kids, don't become a gamer. You will normally be expected to be on your feet all day (unless you're sitting in the dunk tank or similar). If you are a pushmonkey, you will be doing a lot of pulling or pushing of what can be rather heavy objects; otherwise, you will be busy collecting arrows, darts, rubber frogs or whatever and setting up the game for the next customer. And, of course, you are expected to hawk your game, give directions (especially to the nearest food and drink, and the nearest privy), and the like. You also have to make change, or collect tokens in payment for the game-and giving out prizes if the game generates prizes. Hawking This is a true art, and like most arts, you are always learning. First you want to draw potential customers' attention to your game; then you need to convince them to play. The ultimate, and very simple point here, is that you must make the game appear to be fun! Enthusiasm helps, but if you are tired, bored, or had way too much beer last night, don't let it show. This is also why you should generally not sit down. There are basically two styles, both work. Develop your own variations--it's fun. One: the individual approach--get a person's attention, e.g. by just beckoning to them. Then when they come over, indicate the wonderful features of the game. Flirting is also acceptable, with of course some danger it will be misunderstood. Two: the more frenetic approach, usually aimed at a group--sing, dance, shout, and otherwise draw attention to yourself. Being loud here helps. Hawking do's and don'ts. --don't ever step on other performers' or boothies' gigs: if you are near a stage, tone down your own hawking during the performances. Be aware of street performers--if someone is doing a gig in front of your booth, tone things down. Or, of course, you could arrange in advance to have your game become part of the gig. --don't get in other booths' hawking space. Rules seem to vary a bit here, but generally your turf is an area the width of your booth space, and extending from the edges of your booth in a half circle the radius of your booth width. --be positive, not negative. Generally it is frowned upon to belittle another game or booth; after all, if you're lucky, people will want to come to both places. Unless you are in an insult game, never put down the customer--unhappy people generally do not want to play games. --watch the double entendre and innuendo. Sexual comments (at a basketball game, for example, an obvious ploy is "would you like to come and feel my balls"); it often makes good sense to vary your specific approach with the type of person within hearing. --vary your approach: the same line used over and over again all day gets stale in your own mind, and generally drives the boothies and gamers near you to total distraction. --remember, your primary purpose is to get someone to play the game: if you are an actor/musician (or think you are), remember your performance is not the goal, but the means to the goal--stopping a bit of doggerel in mid line to explain the game or collect money is part of the job, not an unfortunate annoyance. --this applies to all hawking of any kind: NEVER grab a patron or persist (e.g. in standing in front of them) if they act as if they don't want to play. The idea here is to sell something, not to annoy people. --try to find out what the general "style" of your faire: some faires generally have rather subdued hawking compared to others; some faires are more historical than others. --Have fun! Period hawking was very much "in your face", more so than most people expect nowadays, so you can get away with a lot. And, watch other hawkers, as well as street performers and the hawking done by stage shows--you can pick up a lot (but remember, it is considered bad form to steal bits from other people without their permission and it is annoying to the customer to hear the same lines all over the faire). Persona. (Not really necessary to have one, but it's more fun if you do). You are basically at the bottom of the social scale of commoners. At the top of this group are knights, wealthy merchants, master craftsmen, and large landowners. Then come prosperous farmers, small farmers, upper servants (e.g. butlers) craftsmen, journeymen, etc. Then, for lack of a better word, regular employees such as farmhands, servants, carters, and apprentices. Then, at the bottom, are people who not only lack any land, but lack any fixed abode and often lack a steady job. The Elizabethan Poor Laws call these people "Rogues, Vagabonds and Sturdy Beggars". You are not, technically, a "peasant", since that implies you work in the farming "industry"--you are a laborer. .You may be a casual laborer, who when not working a game at the village faire is available for harvest, loading and unloading carts, cleaning out privies, etc. You may be a sailor currently between ships or an actor between plays. You may be a wandering day laborer. In a society which is very concerned about conspicuous consumption, you dress poorly--and you are very likely dirty and sweaty (if you are a pushmonkey, you will be sweaty and dirty by the end of day) Or, you can climb the social scale a bit, especially with periodish games: At archery you could be a respected member of the local village with military experience, or a member of the local lord's staff, or a professional huntsman. Or you are a foreigner to this area, here to bring the delights of culture to the masses: a Dutchman trying to teach ninepins; an Italian showing off the clever contrivances of DaVinci, a Norwegian or Scotsman trying to teach the English how an axe is really thrown. Costuming. There are many excellent costuming sites on the Web. And, several faires provide handy guidelines. The following are comments particularly relevant to gamers. A low-status commoner garb (generic "peasant") is appropriate. Often, the gaming company will provide a garb if you lack any. At a fair with fairly strict period guidelines, this works out to a cap, shirt, jerkin, and breeches for men, and similar head gear or a flower garland, chemise, bodice, and two skirts for women. You will also want a belt of some sort, and a belt pouch and drinking vessel of some kind. It varies with the faire, but generally you will either be expected to have no weapons or to limit your weaponry to an eating knife, and maybe a dagger. And, remember you are expected to do physical work--this is not the type of job for really tight tights or bodices. Sometimes, gamers are considered a type of "performer"-even in period unconventional attire, such as fairy wings, loud colors, etc. would possibly be tolerated. In less historically oriented faires, the guidelines will be, of course, less historic. Unless the faire is very unhistoric, you will be expected either to have more or less naturally colored hair, or to hide it; the same goes for hair styles--Mohawks are not in period (except in North America and parts of Africa, of course). Although short hair on women is also not period, I have never seen this to be a problem for gamers, except for one woman who shaved her head--since we're wearing hats, this is rarely a problem, because no one can really see your hair anyway. Alternative head coverings can include straw hats and do rags. A Tudor flat cap would be acceptable, but probably not a "tall hat"--too upper class, and it would get in the way. (Oh the woman in question-she "had" to wear a hat, she couldn't get away with a garland). Similarly, the only acceptable period piercing is earrings. My experience is that faires are reasonably accepting of multiple ear piercings (even though they aren't period for Europeans), but draw the line at noses, eyebrows, labrets, etc. Nonvisible piercings, of course, aren't an issue, as long as they stay nonvisible. "Retainer" jewelry is available for most piercings. Watches, on the other hand, should be avoided. If you really need to tell time, keeping your watch in your pouch is a good way to hide it--people don't think you're looking at a watch when you do it, while they will think that if you look at your wrist a lot. Breakers almost always carry loaner watches for your use while on break. I have gotten fairly good at use of an "Acquitane" portable sundial. Regardless of requirements for the performers, I have yet to see a faire where gamers were forbidden to wear modern eyeglasses, hearing aids, and similar. Of course, if you do this often, you will probably eventually try to get "periodish" versions (the late 1990s are a good time for somewhat period looking eyeglass frames). Shoes. Usually, regardless of the level of costume guidelines for the faire, gamers get some slack, but this is only in degree, not kind. Shoes come to mind: the faire may require period shoes, but gamers may get away with workboots wrapped in burlap or standard modern plain engineer boots; running shoes or combat boots not otherwise disguised would not be acceptable. If you're a pushmonkey, I'd strongly recommend avoiding sandals or KungFu slippers--they don't give enough support. SUMMARY Games can be fun. Everybody should play. If you are thinking of working at a faire, you should conside games and rides. After all- You may amaze your friends and confound your enemies, whilst gaining the adulation of the multitude, and win prizes, too! Not bad for a buck. -------------------------------------- Colophon: These words written by James Sweetland, also known as Jeames of York, in November of the last year of what the vulgar claim is the second millenium, and the wise, albeit knowing better, have accepted as such. ======================= Acknowledgements are due here, especially since gamers don't get mentioned all that much. So, thanks to Wanda and Ben, who got me into this; to Breeze and Mike and Wooze and Craig for all the cool ideas on hawking rides; to Toad and Viking and Jim and James and SuperDave and Kat for more cool ideas on hawking games; and to AJ and RC and Muggsy for clever ways of getting people to throw tomatoes at them; and to Nate and Megan and Damien for being good bosses, and of course to Archie, who has such great ideas and does such a great job of putting them into reality. And, while we're at it, to Her Majesty (Mary Kababik) for routinely acknowledging the gamers and pushmonkeys on her progress; to Lady Drury and Big Jake and Jack Bottoms and Gaffer Applewright and all the other performers who sometimes work games into their gigs (and who will actually be seen playing a game). And to the pickle people and lemonade stand people who have been known to give gamers a freebie now and then. And most of all to everyone who comes to faire to have fun, and plays a game, and maybe gets silly or maybe gets competitive, but *does* actually have fun doing it. And, lastly, in the place of honor, a big thanks to Phyllis Patterson, without whom there would probably be no Renaissance faires, and thus no faire games. Archieved by the SCRIBE Network with authors permissions on 11/99