Gerald BurnsGames & PoetryYears ago when I used to teach, my freshmen made it clear to me they thought poetry had no rules. It had conventions, but no rules. I had no quarrel with this pre-lapsarian stance. How can you quarrel wlth innocence as such? There may have been a hint of sin tucked away in its corollary, that anything you said about poetry was true, or might be true. Opinions, which they believed statements about poetry to be, were valuable because they were theirs, though other people's opinlons were common as dirt. I did what I could to destroy these notions, but not in the way I would do it now. If I taught those students today, I would describe to them some games 1 used to play. At Harvard we had one called The Game. A pair of undergraduates would sit opposite sides of a counter In Hayes Bickford's, by the window. When a person passed by each of us would say either Yes or No. That was it. It was a total judgment on the passerby, and probably has to be played by undergraduates to work. If we both sald "Yes," or 'No,' it was satisfying. But if we differed it was more satisfying, because one of us was obviously right. The loser conceded at once. What was satisfying was conforming not to a set of unstated rules, but to rules we knew were intrinsically unstatable. That the two players invariably agreed on the rightness or wrongness of a call was a pleasure. When I taught at SMU we played Red Ball. This took an indefinite number of players, a large air-filled plastic ball you bought for about a dollar in drugstores, and quite a lot of beer. There were roughly two teams. The rules were a little like football, a bit like soccer, and sometimes basketball. The goal, in both senses, varied during play with terrain. Trees and cars were incorporated as play, which was vigorous, moved past or through them. Players were allowed to change sides. Beyond its physicallty Red Ball was interesting because anomalous situations were always coming up, so there was a referee to decide rights and wrongs, levy penalties, and decide points scored. Everyone agreed wlth the decisions. Willie Ball was David Searcy's spinoff of Red Ball. We played it (ideally with a purple drugstore ball) on a tennis court with the net up, and railroad ties at the margins to define very precisely what was in and out of bounds. Players were issued thick wooden rackets-they weighed several pounds-like oversize ping-pong paddles. The ball, only moderately elastic, didn't rnove very fast or bounce very well, even wlth a vigorous serve; The rules were a blend of tennis and ping-pong with (I think) a touch of hockey. Again, when ambiguities came up a player would refer to a nonce rule, made up on the spot, to settle the question. Players would frequently shout, sometimes In chorus, the guiding rule of the game, "It doesn t really matter!" At Harvard one of my roommates was very fond of Monopoly. He played well and crowed when he won, gloated and chortled, as if the houses and money l were real. So my rnathematician friend Dave Fowler and I Invented Drag, the World's Dullest Game. The board was a yard-square piece of off-white oilcloth, on which we drew many, rnany circles (which we called "squares"), which we connected according to a table of random numbers with one, two or three lines with Marksalot. The pieces were Japanese tumbled stones, white and black, and key pieces, miniature rough-glazed Mexican bowls, which upside-down looked like unpleasant mushrooms. Some of the squares were colored red or green, and we lettered two packs of blank cards with instructions on how to move, Advance four squares, but some of them had improving mottos, as dull as we could make them. (My favorite is still A full sack stands straight .-Poor Richard.) And some had crude drawings of common objects, a sailboat, things like that. The deck had to be shuffled before play, and It was just bulky enough to be borlng. Everything about the game was a little dull. The average game lasted four days. It was impossible to triumph when you won. It was never quite dull enough to pull out of, but we like to think we reduced the board game to its lowest terms. What hs this to do with poetry? Nothing much. But my SMU freshrnen were surprlsed and threatened to learn how quickly people who habitually read verse achieve consensus. Similarly, there are people I can go to museums with and we agree every time on how good the paintings are-how interesting, how well executed, right through to agreeing how valuable each is or isn t. There are principles to which we can appeal, but mostly its intuitive, and often the rule to which we bow is difficult or impossible to state. lf aesthetic judgments are a game, quite often they're a game like Red Ball or the one we played in Hayes-Bickford's. Show intelligent freshmen W. C. Wililams's "This Is Just To Say." Ask them to rebreak the lines to make It better. They can't always say why their linebreaks aren't as good, but will pretty much agree that they aren't. Consensus occurs. On a friend's recommendation I recently read Gogol s The Portrait -the second version is the one you can find- and found it moving, troubling, and great fun. There didn t seem to me a word out of place. I was thrilled by his descriptions of good art, and the feel of dedicating oneself to it. I did have one tiny objection. Gogol wanted to paint well-studied as a palnter-and didn t. I think It shows in those descriptions. The one thing he leaves out, in those white-hot descriptions of making art, is the small element of boredom, of dullness, that are intrinsically part of it, not just the consequence of circumstantial fatigue, that come from the fact that making art means doing lots of little things, that aren t like the big thing, In order to make the big things. I mean the respect In which art is like sewing. I know there is a sense in which the small moves are always exciting, in terms of their relatlon to the whole, but still there seems to me to be something about the texture of making art which Gogol won't let himself acknowledge, the sense in which even the best monumental court palnting by Goya, or giant mural by Delacroix, was in the making a little like Drag. So my lecture would be about Games Wlthout Rules, or games which invent rules as they go to handle things that come up. If you write long-line poems, where you break the llnes is like that. Why you say what you say where. Tyrone, who plays darts well, said to me when he s reading a long thing he always wants to ask what's the point, why don t you get to the point? I told him my long poem on magic, A Book of Spells, was about-wanted to render-what it's like to live in a universe in which magic occurs, or in which it makes sense for it to occur. Writing it took ten years. I had to wait, I said, for events to occur, perceptions to happen, and wanted it 1,776 llnes long so it really would be living in it, and that, the effect of that, was its point. You make up the rules as you go, and forget them as you go on. You make them up, but you forget them. If someone asks why you did a thing that way, you can usually say. These simple admissions take you a lot farther than my freshmen s favorite description, in which there can be no bad art (which is why I called it pre-lapsarian) because anything you say about any art is true because "just an opinion," unassailable but not worth very much, and only valuable to them because unassailable. It might have worked, if I could have shown them that art in its going on is more like Wlilie Ball, for which the standard cry "It doesn t really rnatter!" is interesting because nearly a profound statement, in context, of what rules are for, especially nonce rules. Previously published in Poet volume 6, #3 Copyright © 1995 Gerald Burns |
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