These are sorting games I made up based on Gene Sharp's list of 198 non-violent methods of struggle. I wanted to introduce the list of methods to people without overwhelming them (198!), and do it in a way that raises the underlying organizing issues they imply. The idea is to sort the methods according to whatever criteria you choose. These games should spread awareness of the variety of non-violent methods people have used in collective action and the issues they raise in a given context/group. They should also bring out people's own experience with the methods, which is of course very important for any group. (I learned about using "sorts" from Charley MacMartin, in a study group on the US workers movement in the 1920s).
Take the list of 198 Methods of Non-violent Action compiled by Gene Sharp and print each one on an index card or blank playing card (ignore Sharp's categories for now).
Options:
- divide the cards into subsets of 25-50 cards, mixing categories (198 may be too many for one group to handle).
- use only cards from one or two categories
- repeat the game, using different cards each time, until all methods have been seen and considered
- include blanks for people to add methods not on the list
Game 1: Showing the Instruments
Working in small groups, ask people to sort the cards into three categories:
a) methods we have used
b) methods we have witnessed
c) other
Ask the group to describe the methods they have used/witnessed. Then, ask them to make a list of questions they have about any of the methods, especially ones they have never heard of before. They should also feel free to note issues or "hotspots" raised by any of the methods. (E.g., "I sat down in front of the Federal Building in an anti-war protest once and it was a joke, we were too obedient to the police, our action was just symbolic.")
Have the groups share their cards, categories, and questions.
Discussion.
Game 2: That just might work
Working in small groups, take a case study of an organizing problem, either drawn directly from people's experience or a code based on common experiences and concerns. The case study or code should pose the problem, without pointing to any particular solution. The group should already have described and analyzed the problem presented in the code.
Give the groups the non-violent methods cards. Ask them to organize the cards into three groups:
a) Not relevant to this situation
b) Possibly useful
c) Most interesting
Ask the group to make a list of questions they have about any of the methods, especially ones they think are most interesting. (This activity assumes general familiarity with the methods, if this is not the case, Game 1 may be better.)
Have the groups share their cards, categories, and questions.
Discussion. This game could lead to discussion of the strengths and weaknesses of a particular method, the obstacles you might face and how to overcome them.
Game 3: What else can we do?
Working in small groups, take a movement with which everyone is familiar, preferably one in which most people are active.
Give the groups the non-violent methods cards. Ask them to organize the cards into two groups:
a) Methods people are already using.
b) Methods they are not using.
Ask the group to divide the cards in group a, into:
d) Methods that are effective or good in some way
e) Methods that are ineffective or bad in some way
Ask the group to define the criteria they are using to distinguish between effective and ineffective methods. Someone in the group should write them down.
Have the groups report back, sharing their cards, groupings, and criteria. Discussion.
This game too could lead to discussion of the strengths and weaknesses of a particular method, the obstacles you might face and how to overcome them.
Variations:
Prior to distributing the cards, ask people to brainstorm a list of methods of struggle, dividing them into "non-violent" and "violent" methods. Clarify the basis for the distinction -- how do people understand the difference? Then, introduce the 198 Methods and see how they fit into the violent/non-violent framework.
Watch part of a film about a struggle, like Matewan or Ressources Humaines, and stop at the point where the characters are deciding what action to take. Identify their goals (be careful to distinguish between the goals that different characters may have -- not everyone has the same goals). Brainstorm possible methods they could use, then introduce the 198 Methods and do Game 2 above.
To make these games more game-y, create a deck of playing cards, each card being a different method from Sharp's list. Deal seven cards to the players (best to play in teams of two or three) and put the deck in the middle. Play a version of Gin, where the goal is to build a set of cards that share a common feature, chosen by the dealer at the outset: e.g., four methods we could use immediately, or four methods that are impossible in our context, or four methods that we have used personally, or four methods we don't understand. Taking turns, teams draw and discard until one team gets a set. They put down their cards and have to justify their set to the satisfaction of the other players. A deck of cards lends itself to other game variations: Uno, Hearts, etc. You can also introduce "wild cards" -- violent methods, e.g. throwing rocks, breaking windows, etc.