Excalibur is not a thing, something you can hold in your hand.
Excalibur is the good in you.
The power to do good, to stand up for what's right, to slay dragons, to capture bank robbers.
You always carry Excalibur in your heart.


Robert Tinnell, Kids of the Round Table (1995)

Thursday, July 19, 2018

CFP: ICMS 2019 - Arthurian Games Roundtable "All Manner of Knightly Games"

"All Manner of Knightly Games": Games In and Inspired by the Arthurian Tradition. Kalamazoo 2019 session:

Throughout Arthurian literature, there is an abundance of games and entertainments. Perhaps most famously, Sir Gawain and the Green Knight is structured on two sets of games: the exchange of blows game and the exchange of winnings game. In Malory’s Le Morte D’Arthur, the hallmark of a happy court is “revels and games” or “all manner of games and plays.” And of course the tourneying so central to the Arthurian tradition is in essence a game. Often, these games and entertainments contribute to the main themes of the text, as when Queen Guinevere goes a-Maying (a type of “game),” protected by a handful of woefully unprepared “Queen’s Knights.” The devious Sir Meligrance kidnaps Guinevere, taking her back to his castle. While Lancelot eventually slays the evil knight, and rescues the Queen, the gaming and abduction highlight the decadence of Arthur’s court, which leaves Camelot vulnerable, unready to defend itself from the gathering shadows.

Perhaps because of the games and gaming inherent in the Arthurian tradition, these texts have recently inspired elements of modern games: video games, board games, card games, and more. Some games feature themes from the original medieval texts, such as Shadows Over Camelot, a board game that assigns players roles as loyal knights or as a traitor. As the players go on quests, safeguarding Arthur’s kingdom, tensions rise as each knight suspects the other of foul play. Other games simply appropriate Arthurian names and objects, such as the video game Persona 5 which features the Holy Grail as a boss for players to defeat near the end of the game.

The purpose of this Round Table will be two-fold: first, to discuss “courtly play” and “gaming” as they appear in medieval Arthurian texts, and second, to consider the ways contemporary games have utilized the Arthurian tradition as a world building function. The dual nature of this session seeks to gain a better understanding of Arthurian game and play in both medieval and contemporary Arthuriana.

Session presenters will be asked to give short papers or prepared remarks, followed by time for discussion. We are very interested in trans-temporal proposals, linking the themes, narratives, characters or concepts between medieval and medievalism. To emphasize this point, audience members will be given character cards from Camelot Legends, to encourage reflection of these moments. This tactile scholarship and specific use of cards produced lively discussion in BABEL’s 2017 Reno Meeting session “The Hand You’re Dealt: A Presentation of Exhibits and Roundtable on Creative Process.”

The session will serve as an excellent opportunity to introduce attendees to contemporary gaming culture and its pedagogical potential. The narratives of decadence and treachery serve as only a few examples for the approaches to this subject. The wealth of Arthurian “gaming” narratives found in medieval Arthurian texts along with the profusion of contemporary games creates fertile ground for a nuanced discussion of Camelot and its legacy.

Finally the session welcomes papers which discuss race (and whiteness), gender, LGBTQ, disability, poverty and education.

Please submit 200 word abstract to:
tnarayanan@mail.csuchico.edu by 9/15.

Sunday, July 8, 2018

Unworthy Knights in The Legend of Zelda: A Link Between Worlds

Guest Post by Scott Manning

Zelda games are full of medievalisms, typically of the Arthurian variety. The basics of tedious side quests, pontificating hermits, damsels in distress, and a sword in the stone are all there.

The Legend of Zelda: A Link Between Worlds for the Nintendo 3DS is no exception.


The first part of the game features a mysterious sorcerer named Yuga who invades the Kingdom of Hyrule. Yuga erects a mysterious energy barrier around the kingdom’s castle, trapping Princess Zelda. Link learns from a Merlin-like sage that the only thing capable of breaking the barrier is the Master Sword. To gain this sword, our hero must hold the pendants of Courage, Power, and Wisdom, which can only be acquired through defeating monsters at the end of dungeons. These are physical manifestations of traits whereas Galahad and other Arthurian knights sought to prove themselves brave and chaste, among other things, through adventures, not physical possessions.

Even after trekking throughout the kingdom and defeating all sorts of enemies and monsters, Link still must take his newfound courage, power, and wisdom into the Lost Woods. There, our hero must make it through a shifting maze where ghost-like creatures try to confuse him. They do a decent job, as it took me nearly a dozen attempts and break to figure out the trick.

Finally, when Link makes it through the Lost Woods, he finds the Master Sword, which he pulls from a literal stone. Then Link’s real adventure begins.


Link’s pendants put a twist on Arthurian legend. If a knight can physically hold courage, power, and wisdom, can the knight also misplace them? In fact, before Link begins his quest, Princess Zelda gave him the Pendant of Courage. At that early stage in the game, there was virtually no feat of note and Link was unaware of the pendant’s value until a hermit explained it to him. Thus, in this world, instead of knights proving themselves, they just must collect all the necessary physical items to prove themselves worthy of the Master Sword. If the pendants can be gifted, could they also be stolen, lost, traded, or gambled away?

Of course, one possible answer is in the Lost Woods, which required more than bruit strength. Although Link physically had the pendants, he still had to best the maze and misleading spirits. Perhaps this final adventure is the answer to protecting the sword from unworthy knights. Could a fierce, but unworthy knight possessing the necessary pendants forever wander the Lost Woods? Or perhaps the knight could only glimpse the sword and never touch it, reminiscent of Lancelot and the Grail.

- Scott Manning (@warpath, scottmanning.com)