UNEDITED RAW TEXT
CHAPTER V
PREPARATIONS
" The first essential for carrying out this training is to put
yourself in the boy's place, look at it from his point of view
present your subject to him as he would like to have it, and so
get him to teach himself without your having to hammer it into
him." Scouting for Boys, P. 3x8.
WHEN a Troop or Crew is accustomed to the enjoyment of Wide Games, it will
not be necessary to work up much in the way of enthusiasm beforehand. They will
have already experienced the fun of the game and will enter upon another in the
right kind of spirit. When, however, Wide Games are unknown, or few and far
between, there is need to work up some kind of an atmosphere as one of the
important preparations for a game that is to be played in the near future.
The way in which a Scoutmaster can work up enthusiasm naturally differs
according to his powers and circumstances, but it is best to adopt the Chief
Scout's suggested method of approach and to make use of a Camp Fire Yarn--not
necessarily in camp or out--of--doors appealing to the spirit of adventure and
romance that lies in every boy. This method of approach is dealt with fully in
the next chapter.
Maps and photographs of the country where the game is to take place can also
be used with advantage. Each Patrol should be encouraged to study both in order
to
42
PREPARATIONS
43
get some idea of the lay of the land. Each Patrol can also discuss various
ways and means of progressing through the country marked, can measure up
distance, study methods of approach to certain points, and even attempt models
of salient features.
When making a start with Wide Games it will he found best to break new ground
and not make use of country with which the Troop is already familiar. The
unknown always adds interest. In the same way let a considerable amount of uncertainty exist as to the exact details of the game until shortly before the
time it is to be played. If everything is cut and dried, and known, too long
beforehand, the value of mystery is lost--
Proper preparations must, however, be made for every game of the normal kind,
be it inter--Patrol or inter--Troop. When the Scoutmaster has a rough idea of what
he intends to do, and the location he intends to use, he should talk it over
with his Patrol Leaders. Their views as to the type of game chosen, ground to be
used, methods of capture to be adopted, plot of the story, rules for the game,
etc., should be asked for and given every consideration. They will probably
suggest points which might not occur to the Scoutmaster, and will give the
latter the boys' point of view. Later the planning of a game can be left
entirely to them.
After this preliminary discussion the Scoutmaster can get on with more
immediate preparations in the way of fixing the area, obtaining permission to
make use of it, calculating distances and times, seeing that the necessary gear
is available, and, possibly, giving some intensive training in Stalking or other
subject to the Troop. It may also be necessary to arrange for transport of
Scouts or gear, and all the other ioi details that fall to his lot. Again, as
progress is made, these details----or the majority
I
I
I
I
44
I
WIDE GAMES
--of them--can safely and wisely be left to the Patrol Leaders.
A day, or week, before the game is to be played the Scouters and Patrol
Leaders should again meet to decide on any details that are left. Copies of the
story and maps should then be handed to each Patrol Leader; the game should be
explained in detail; methods of capture and other rules should be clearly
stated; the time and place ,of assembly or departure should be given ;
instructions in regard to the taking of gear, of the uniform to be worn, of the
means of identification to be adopted, of the duration of the game, should be
given out. Each Patrol Leader should then be given an opportunity to ask
questions in ~order that he is quite clear as to what is to happen. Finally the
composition of the sides is decided upon.
The Patrol Leaders may then be invited to discuss the game among themselves
and decide on the points that are to be awarded to a side for the successful
attainment of any of its objects, and the points that are to be deducted for
capture. At first a little advice on this question may be given, but afterwards
the decision as to points should be left to the Patrol Leaders or the Troop as a
whole. Care has to be taken to see that too many points are not awarded for any
one object, otherwise the final result of the game may be determined early on
and interest be lost. Experience will gradually show what adjustments to make so
that the result is in doubt up to the last moment. The points to be awarded or
deducted should be communicated to all taking part before the game starts.
The Scoutmaster should also encourage the Patrol Leaders to talk the game
over with their Patrols in order that they can plot out a plan of campaign. This
is a very important point, and the more the Scouts can be encouraged to develop
strategic plans beforehand, the better is
PREPARATIONS
45
the game likely to be. When two or more Patrols are associated together on
one side, there is all the more need for developing a plan of action. Time,
distance, numbers, points, etc., will all enter into the plotting out of a
scheme for attack or for defense. The value of the game from its character
training point of view will largely depend on the amount of thought given to it
beforehand by the Scouts themselves.
A good deal of this advice would seem to presuppose an inter--Patrol game for
one Troop, but, in point of fact, the same advice applies to games with larger
numbers of Scouts on a District basis. The more the Troop itself, especially
through its Patrol Leaders, enters into the question of strategy the better. In
these larger games Scouters must be particularly careful to see that all their
Scouts know what their objective is and are alive to what is going on. Primarily
it is the job of Patrol Leaders to see that all the members of their Patrols
understand all that is going to happen, but the Scouters can supervise that job
tactfully. Nothing is more boring to a youngster than to be let loose in the
countryside and told to lie in a ditch without having the vaguest idea why he
should be lying in that ditch. One of the greatest difficulties in Wide Games
for large numbers is to ensure that all the Scouts are occupied all the time and
that all of them know what it is all about. One of the greatest dangers is that
the Scouters keep everything in their hands and order their Patrols and Troops
about without letting them know what the intention of these orders is. This
danger must be avoided. at all costs; it is opposed to the Scout method.
The Scoutmaster must also be prepared for the finish of a Wide Game. The
question of whether the Troop or Troops are to congregate together afterwards
has to
i
I
I
I
I
I
46
be decided. If more than one Troop is concerned, it is advisable that they
should all meet together and fraternize as soon as the game is over. One of the
best finishes to a Wide Game is a cup of tea and a bun for each Scout followed
by a cheery Camp Fire. At the Camp Fire the result of the game can be given out,
and a short talk given on points that have cropped up in connection with it.
The same kind of policy can also be adopted for the single Troop, but in this
case it may be advisable for the Patrols to make their way independently back to
camp or to some rallying point. The instructions to Patrol Leaders should,
therefore, include what they are to do with their Patrols immediately the game
is over, as well as including what they are to do with them before the game
starts. If the Troop is sufficiently well trained so as to permit of Patrols
moving independently to the starting--point under their Patrol Leaders, a good
part of the object of Scouting has already been obtained.
Common sense will tell the Scoutmaster how to work out the detail of his
preparations, and there is no need for me to go into questions of detail--the
issue of gear to Patrols and so on.
The Chief Scout has, however, suggested that, after a certain experience of
Wide Games has been obtained, it may be possible to introduce the element of
surprise by suddenly springing a game on the Troop without any warning or
previous preparation. When he commanded his regiment he arranged with other
Commanding Officers that when their regiments were engaged in training and came
in contact with each other, inside or outside cantonments, they were immediately
to regard each other as enemies and act accordingly. It must certainly have
enlivened proceedings and kept the men on the alert, as, for instance, when the
Chief heading his Hussars back
WIDE GAMES
I
PREPARATIONS
47
to barracks after a long ride spotted an infantry battalion drilling on the
barrack square and immediately gave the order to charge I
Wherever practical this suggestion should be adopted, for there is no doubt
as to its value in the Scout method of training. An impromptu Wide Game
developed on encountering a neighboring Troop might prove very exciting indeed.
Discipline would have to prevail, and in camp all would have to remember that
" Camp raiding is strictly prohibited " (Rule 340)--
ii -- N_