The thing about knitting is it’s much harder to fear the existential futility of all your actions while you’re doing it.
Like ok, sure, sometimes it’s hard to believe you’ve made any positive impact on the world. But it’s pretty easy to believe you’ve made a sock. Look at it. There it is. Put it on, now your foot’s warm.
Checkmate, nihilism.
This is a powerful positive message..
I’m literally reading a book right now (Burnout by Emily and Amelia Nagoski) that says this is scientifically sound.
There have been studies done on rats and dogs where they develop learned helplessness in the animals by giving them impossible tasks. Eventually the animals stop trying, even when the task stops being impossible. (I.e. put a rat in a maze with cheese it can’t get to until it develops learned helplessness, then put the cheese somewhere it can get to it and it won’t even try.) But once they show the animals they CAN do something - i.e. physically moving the rat to the cheese - the learned helplessness goes away.
No one can move you to your cheese for you, but the book says DOING something - which they define as “anything that isn’t nothing” can help. Make a food. Work in the garden. Clean a thing. Do a favor for a friend. Call your elected officials.
Knit a sock.
If you feel overwhelmed by existential despair, do something. It doesn’t have to be big. It just has to be anything that isn’t nothing.
Late tonight a bunch of staff are playing a game called role call and if you thought fugitive was wild just w a i t until i tell you how this goes cause role call is absolutely terrifying
We aren’t letting the campers play it so that lets us up the scare factor by 147%
Ok so the game had to be pushed back a few days so we can figure out scheduling so heres the gist of it.
The more people you have for this game, the better. It has to happen at night. The people get into a straight line, and begin to walk in that line all around the area. They cannot turn around and look at each other, and cannot speak; with the exception of the person at the front of the line.
That persons job is to begin the role call. They simply say, “Role Call!” And their name, then each person down the line says their name in turn.
Here’s the kicker: there’s one person not included in the line. The Taker. They have the job of stealing away the person at the end of the line as silently as possible. The game’s sole purpose is to instill a sense of fear and paranoia in whoever is in front, because as more people get taken, there are less and less people to say their names during the Role Call.
The front person decides when they want to start the Role Call. Obviously, the more often it’s said, the less scary it is. But as more and more people disappear, they become Takers and can then do more damage than just the one.
Some Takers can replace the person they stole, making the person directly in front of them either incredibly paranoid or safe. At least until the Role Call. Takers cannot say anything during it, so it usually ends up more terrifying to know that the person behind you is silent. Again, everyone in the line cannot make a sound except responding to the Role Call.
The game is over when the person in front is taken. There is no winning, only waiting. Waiting for your turn to go. Imagine the fear that person in front has, when they softly announce “Role Call” only to find that everyone behind them is gone.