Walkabout Statement
For those who are new to this project, some food for thought... this was intended to be a part of the prelude to the game.
Statement
The
Walkabout project was started on Tharawal Country, roughly 25 kilometres
southwest of the site of the Appin Massacre of 1816, the first recorded
instance of government ordered “removal” of Indigenous inhabitants from their
homes. Colonial soldiers drove men, women, and children to their deaths;
whether shot, plunging over cliffs, or driven from their land not to be seen
again. The area was considered prime agricultural land for the colony. 10
kilometres further west of this project’s origin, lies the Warragamba catchment
area, where the Gundungurra people were removed from their Country to dam a
vast valley as a water catchment for the city of Sydney. They were forbidden
from returning, and no regard was given for their ancestral sacred sites which
were flooded.
In the
years since the Walkabout project started, work continued in the lands of the
Barapa Barapa people on the Murray River. The first historical evidence a
visitor might find in many parts of this region is that there were no
Indigenous people living in these lands, many are the stories of farmers who
found the lands free of owners, and who laid out their farms along the
riverbanks. Further research indicated massacres in the area, clearing
Indigenous communities from the
Walkabout
moved to the Wiradjuri lands, where the culture was fractured with the policies
of the stolen generation. Those who might be integrated into colonial culture
were removed from their families. Those who were too dark were indoctrinated by
missionaries in exchange for food and medicine, since they could no longer
forage or hunt on Country that had been divided up and claimed by farmers and
government. The native vegetation of these lands had often been cleared for
crops and livestock, the native animals decimated.
It’s
current home is on the lands of the Gomeroi people, it’s fertile black soil
farmed for generations, it’s scattered towns holding stories of segregation and
generational racism. They too faced the massacres and issues of the stolen
generation, but now they fight deeper threats to their country as mining
companies threaten to rip apart the landscape for minerals and coal.
In each of
these lands, elders were consulted. Stories were researched, knowledge was
sought, respect was maintained. Yet even with this, the surface was barely
scratched. In some cases the elders were mistrustful of outsiders, some no
longer had the stories due to being removed from their families as a part of
the stolen generation, others did not want to bring back the trauma of memories
they’d rather forget, or told stories that contradicted those of other elders
because the majority of the truth had been lost and the remaining fragments had
been spun into new stories.
Walkabout
draws inspiration from the lives, communities and culture of the lands where it
was developed. It does not seek to replace the stories of these communities,
but to honour what remains of them. It takes the fragments of the stories of
these people, and uses creativity, acceptance and improvisational narrative
techniques to weave these fragment strands into new tales, and new lessons
moving forward.
Although it
draws on the folklore and cultural heritage of Indigenous Australian
communities, as well as the Dreaming stories and historical narratives of those
people, there are a few things that Walkabout does not do. Specifically,
Walkabout does not use the stereotypical “dot art” Indigenous Australian
artists are known for. This form of art may be commonly associated with Indigenous
communities, but it was actually only practiced by a limited group of artists
in central Australia before other communities adopted and appropriated it. This
form of art was not traditionally practiced on Country by any of the
communities where the Walkabout project was developed, so it would not be
appropriate to use this artform, regardless of whether artists from these
communities have adopted these techniques as a part of their creative style. Walkabout
also makes no attempts to claim authenticity as a source of Indigenous
Australian lore. Instead, it is a storytelling game of collaborative
imagination and shared exploration of morality and dramatic themes. Participants
in Walkabout sessions will be prompted to learn things about the world, and
about the people around them.
It may be a
generalization to say that the tales of the Australian Indigenous communities
are layered parables, combining elements of morality tales, gender relations,
and survival secrets under the guise of children’s stories and folklore.
However, this is common among the stories that connected the people of the
various regions across Australia, and continues to be common among the stories
that connect Indigenous communities to colonial communities and the immigrant
communities as new families brought their own tales to the land. Walkabout is a
storytelling game, a set of conventions used by a group of participants to
weave a communal tale that captures elements of morality tale, social
exploration, and eco-mysticism in the guise of a post-apocalyptic odyssey. The
aim of these stories is to keep some of the oral traditions of an ancient
culture alive, to accept the changes that have come from and to understand the
world around us all. The group who uses the rules and setting of this book is
encouraged to make the stories their own, perhaps using humour, drama, tragedy,
horror, or whatever makes the story more engaging for them. As long as the
cultures are respected, lessons are learned, and enjoyment is had, there is no wrong
way to tell a Walkabout story.
Morality
tales have historically been easier to accept with a level of fantasy and
detachment associated with them. In ancient times the stories might have been
the talking animals of the Dreaming, the Greek fables of Aesop, or the mythic stories
of legendary heroes. In past centuries they might have been fairy tales
involving witches and monsters, or mysterious tales of journeys to strange
imaginary lands,
In more
modern formats we see graphic novels and movies grounded in the topes of science
fiction or superheroes. These tales are still grounded in something close to
our reality, but a step removed to allow viewers to make morality judgements
without needing to reflect too closely on what these decisions might mean in
their own lives.
(A call was placed for photographs of game designers and other folks who were interested in the project, back in the early days of development. The image at the start of this post was one of the illustrations I had drawn and digitally manipulated based on an Aussie gamer from Katoomba. There are roughly thirty images in that series which will be used as a part of the illustrations for this work.)
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