For a Wet Afternoon

Let us consider something seasonable; let us consider indoor

games for a moment.

And by indoor games I do not mean anything so serious as bridge

and billiards, nor anything so commercial as vingt-et-un with

fish counters, nor anything so strenuous as "bumps." The games I

mean are those jolly, sociable ones in which everybody in the

house can join with an equal chance of distinction, those

friendly games which are played with laughter round a fire what

time the blizzards rattle against the window-pane.

These games may be divided broadly into two classes; namely,

paper games and guessing games. The initial disadvantage of the

paper game is that pencils have to be found for everybody;

generally a difficult business. Once they are found, there is no

further trouble until the game is over, when the pencils have to

be collected from everybody; generally an impossible business. If

you are a guest in the house, insist upon a paper game, for it

gives you a chance of acquiring a pencil; if you are the host,

consider carefully whether you would not rather play a guessing

game.

But the guessing game has one great disadvantage too. It demands

periodically that a member of the company should go out by

himself into the hall and wait there patiently until his

companions have "thought of something." (It may be supposed that

he, too, is thinking of something in the cold hall, but perhaps

not liking to say it.) However careful the players are,

unpleasantness is bound to arise sometimes over this preliminary

stage of the game. I knew of one case where the people in the

room forgot all about the lady waiting in the hall and began to

tell each other ghost stories. The lights were turned out, and

sitting round the flickering fire the most imaginative members of

the household thrilled their hearers with ghostly tales of the

dead. Suddenly, in the middle of the story of Torfrida of the

Towers--a lady who had strangled her children, and ever

afterwards haunted the battlements, headless, and in a night-

gown--the door opened softly, and Miss Robinson entered to ask

how much longer they would be. Miss Robinson was wearing a white

frock, and the effect of her entry was tremendous. I remember,

too, another evening when we were playing "proverbs." William,

who had gone outside, was noted for his skill at the game, and we

were determined to give him something difficult; something which

hadn't a camel or a glass house or a stable door in it. After

some discussion a member of the company suggested a proverb from

the Persian, as he alleged. It went something like this: "A wise

man is kind to his dog, but a poor man riseth early in the

morning." We took his word for it, and, feeling certain that

William would never guess, called him to come in.

Unfortunately William, who is a trifle absentminded, had gone to

bed.

To avoid accidents of this nature it is better to play "clumps,"

a guessing game in which the procedure is slightly varied. In

"clumps" two people go into the hall and think of something,

while the rest remain before the fire. Thus, however long the

interval of waiting, all are happy; for the people inside can

tell each other stories (or, as a last resort, play some other

game) and the two outside are presumably amusing themselves in

arranging something very difficult. Personally I adore clumps;

not only for this reason, but because of its revelation of hidden

talent. There may be a dozen persons in each clump, and in theory

every one of the dozen is supposed to take a hand in the cross-

examination, but in practice it is always one person who extracts

the information required by a cataract of searching questions.

Always one person and generally a girl. I love to see her coming

out of her shell. She has excelled at none of the outdoor games

perhaps; she has spoken hardly a word at meals. In our little

company she has scarcely seemed to count. But suddenly she awakes

into life. Clumps is the family game at home; she has been

brought up on it. In a moment she discovers herself as our

natural leader, a leader whom we follow humbly. And however we

may spend the rest of our time together, the effect of her short

hour's triumph will not wholly wear away. She is now established.

But the paper games will always be most popular, and once you are

over the difficulty of the pencils you may play them for hours

without wearying. But of course you must play the amusing ones

and not the dull ones. The most common paper game of all, that of

making small words out of a big one, has nothing to recommend it;

for there can be no possible amusement in hearing somebody else

read out "but," "bat," "bet," "bin," "ben," and so forth, riot

even if you spend half an hour discussing whether "ben" is really

a word. On the other hand your game, however amusing, ought to

have some finality about it; a game is not really a game unless

somebody can win it. For this reason I cannot wholly approve

"telegrams." To concoct a telegram whose words begin with certain

selected letters of the alphabet, say the first ten, is to amuse

yourself anyhow and possibly your friends; whether you say, "Am

bringing camel down early Friday. Got hump. Inform Jamrach"; or,

"Afraid better cancel dinner engagement. Fred got horrid

indigestion.--JANE." But it is impossible to declare yourself

certainly the winner. Fortunately, however, there are games which

combine amusement with a definite result; games in which the

others can be funny while you can get the prize--or, if you

prefer it, the other way about.

When I began to write this, the rain was streaming against the

window-panes. It is now quite fine. This, you will notice, often

happens when you decide to play indoor games on a wet afternoon.

Just as you have found the pencils, the sun comes out.

Not that it Matters · 第 45 / 48 题