The Tower from Trinity Avenue

Trinity High School, Northampton

 

THE ART OF GETTING OUT OF GAMES

By
Peter A. Douglas


Anyone who has read my memory essays on this website that deal with sports and games at Trinity High School should not be surprised to learn that around 1959 or 1960 I wrote a practical pamphlet entitled “The Art of Getting Out of Games.” The idea was to create a brief and basic “skivers’ handbook” containing tips on how to avoid the hated games. Many were, in fact, already in use, but I felt the need to formalize the concept and perhaps, with help, expand the range of possible methods. To call it a pamphlet is to give it airs really; it was just a single hand-written and increasingly worn copy on pages torn from an exercise book that I passed around among my sports-challenged classmates.

By “games” I meant almost exclusively rugger. These evasion tips were good for getting out of PT (gym) too, but it was rugger that we really detested, and we preferred not to overplay our hand by using up our brilliant excuses for the other varieties of physical exertion that were, while not agreeable, markedly less torturous than rugger. PT was easier to put up with; at least it was inside and dry, and basketball and volleyball were not as awful as rugger. Even the cross country run was not too bad, especially when it was unsupervised and became a cross country stroll as soon as we reached Holton’s Lane. Even athletics was tolerable to the extent that it was a springtime warmish weather event, and, more importantly, its numerous and necessarily scattered activities allowed for sports field anonymity, and thus less scrutiny from the overbearing masters. However, as it was a cardinal rule not to overdo the excuses, we tended not to risk them on anything but dodging the supremely reviled rugger.

The urge to get out of games was pretty much a phenomenon of winter, for many of us who loathed the barbarism of rugger were actually quite keen on cricket, no doubt because it is a more leisurely and gentle sport and associated with the languid heat of summer afternoons, as opposed to November mud, red raw knees, and a lot of roughhousing, kicking, shouting, and pain, which is basically what rugger came down to. I think, too, that Grimshaw and his fellow tormentors weren’t very keen on cricket so they more or less left us to it.

You may get the idea that this pamphlet was a playful piece, and yes it was in many ways. And yet it was also intended seriously, for back then getting out of rugger was an earnest goal and a crucial weekly challenge for we unsporty types. As I recall, I started out writing it just for fun but I quickly came to see its potential. There was some practical experience behind these ideas, for over the years I tried some of these methods, though with limited success. I think it was the frustration of continual failure that prompted me to organize my thoughts on this important mission. One method I developed worked far better than any of the others, as we shall see.

The guide offered no guarantees; how could it? There were always many gambles, variables, and unknown factors, and to even try to get out of games took some nerve. Skiving out of games was a very chancy business, but it was worth giving it a shot because usually the worst that would happen was that the plan failed and you just ended up being made to play rugger—which is what you were supposed to be doing anyway! I don’t remember anyone ever getting detention, or undergoing any other official penalty for failure. Perhaps this was because the games masters, being innate sadists, well understood that the worst form of punishment they could possibly impose was to make us actually play! And they were right! Plus you were now in their sights as a would-be skiver.

The ways of getting out of games were of two kinds, those requiring dealing with the master and those that meant just being absent and hoping not to make a ripple in the pond. The first took courage and were less successful overall. In fact, just not showing up at the changing room actually worked the best of all, but there was always the danger that Grimshaw would take note of our non-attendance and follow up in spiteful ways. For these reasons, we always strove to keep a low profile. If he noticed your presence, he also noticed your absence; to be invisible we needed to be average.

Whichever evasion ruse we employed, success or the lack of it depended a lot on Grimshaw (or Messrs Matthews or Gibson, or whoever your particular nemesis was) and our relationship with him—and that really meant having NO relationship with him! To have the freedom to actually disappear for a whole games period we had to try to “disappear” while present, in the sense of not being noticed for any reason whatsoever, and especially for being useless. Such a reputation made things much harder to get out of games and invalidated any method requiring direct contact with the master.

This brings up the special difficulty that surrounds the matter of games and getting out of them, which tended to make successful evasion quite difficult. It was all a question of exposure, and it was a fine balance. The goal was not to stand out, for any reason, good or bad; we had to be ordinary, we had to blend in and ultimately vanish. Skivers and rugger-haters craved this anonymity in order to pass unnoticed on the rugby pitch, but the problem was that this quality came dangerously close to making obvious one’s lack of ability and devotion to the sport, and this is what drew Grimshaw’s unwelcome attention. It was not wise to give off un-keen vibes, for his dark preternatural senses easily picked up on this, seeking out and harassing those who disdained his brutal passion, all those right-minded pupils temperamentally lacking all interest in games. I’m convinced that he and his loyal myrmidons actually enjoyed giving us a hard time, as a kind of extra casual “sport” for them, on and off the field. There were games, and there were his Roman games!

The getting out of games hints started off with:

GENERAL ADVICE:

 Despite evidence to the contrary, teachers were often bright and observant, and many went to school themselves, so they were alert to tricks. Especially games masters, who knew very well that not everyone liked rugger and they were usually more physical and confrontational than normal teachers.

 A general principle was that methods of games avoidance that meant facing the master were always more dangerous and so were not recommended to any but the most skillful and the most desperate.

 It was important to vary our methods of getting out of games. It was obvious that repeated use of one or two methods would only draw attention to what we were doing. We couldn’t lose our gym shorts every week, nor have a sprained ankle more than once. And it was wise to try to make the following week’s excuse to a different games master.

 It went against the grain, but it was necessary to recognize the need to “play the game” a little, and, when we had had to do games, we had to make a little effort. Paradoxically, this promoted the desired invisibility. This pretence at being keen was tough, but being too awkward and hopeless just made us a target, and Grimshaw would then hound us.

 We had to be realistic. We had to show up and suffer sometimes. If we gave an excuse every week we just drew attention to ourselves and this was the last thing we wanted.

The main part of the manual was divided into sections, each addressing a certain kind of ploy. Some worked better than others, and I encouraged the reporting back any successes and failures for possible future editions, though there were none.

GAMES KIT. (1) LOSS:

Loss of games kit was one method, and, if handled judiciously, could be successful on a limited basis. However, because this method meant showing up and speaking with the master, it had its drawbacks. How it worked was the master was informed that your rugger kit had been lost or damaged, or that a certain article was missing. Perhaps it was mistakenly still in the wash. Blame your mother! Or the dog chewed it up. Choosing something reasonably important was essential here, like shorts or boots, but nothing like a shirt as you could easily be made to play without that (remember “shirts versus skins?”)

It was not wise to use this excuse too often, and certainly not two weeks in a row. It was likely that you would be remembered and the teacher’s suspicions would be aroused if that the piece of kit had not been found or replaced. The following week it was advisable to use a different excuse. The obvious disadvantage to this method was its limited use, and it was probably a one-time use excuse only as sooner or later you had to have the necessary kit. I only tried this once, claiming to have left my boots at home, but I was simply told to play in my plimsolls. Obvious really.

GAMES KIT. (2) SIZE:

The same may be said about using the size of your kit as an excuse to get out of games, but you this required more care. If the master is told that a certain piece of kit is now too small, next week the old garment had to look as new as possible, or, if questioned, you could tell the master a story about why a new garment has not been bought. This excuse meant that sooner or later you would have to buy new kit and so there is a definite limit to this method’s use. It was vital to remember that as with loss, we could be made to play without the garment, e.g. a shirt. The fact was that neither of these methods was really very practical. They were seen as a one-off excuse, and to be attempted only in moments of unique desperation.

INCAPACITATION:

There were two ways of being disabled on games day: (1) external injuries such as cuts, dislocated joints, a sprained ankle or wrist, etc., and (2) internal problems like a headache, stomach ache, having a cold, cough, feeling sick, etc. It should be noted that this method involved facing the master and called for superior acting skills. Safer methods involving avoidance were preferred, but incapacitation could be used to vary the excuses, or if extreme circumstances prevailed.

(1) EXTERNAL INJURIES:

Of the two methods, this one was harder to carry out because we had to fake an injury that had to be at least partially visible to be convincing. It was not for the faint-hearted. A sprained ankle was one of the all-time favourites for it inhibited walking and one of the most easy to get away with. A good limp together with a few feet of tightly-bound bandage was all that was required. A swelling was not easy to fake, but you had to hope that the bandage would not be removed. A bruise could be simulated using a little ink, along with a crayon for extra colour, and could be used for knees and ankles, but we had to be careful not to apply too much, and it had to be dry. And it was good to have a story to explain it. Cuts were the most unreliable as the master could demand that you remove the bandage. None of us was desperate enough to go as far as actual self-mutilation; you might as well get in the scrum and get banged up that way. It was also possible to claim an injury while playing the sport, in which case no “props” were needed, just the appearance of agony. However, Grimshaw etc. were rarely sensitive to your pain!

For external injuries I humorously dreamed up a special kit of items for sale:

For Sale for Use with the Above Method: THE COMPLETE “INFALLIBLE” GET-OUT-OF-GAMES KIT. The kit supposedly contained:

 Two moulded flesh-coloured plastic scars
 Congealed blood
 Liquid blood
 Two yards of blood-stained bandage
 Special bruise-coloured indelible dye
 Five hand-written excuse notes
 And, at no extra cost, complete in one volume, “Hints on Limping.”
Total cost: 10/6d

Optional Accessories:
Liquid Blood: half pint 4/6, quarter pint 2/6
Congealed Blood: half pint 5/-, quarter pint 3/-
Bandages: 5d per 2-yard roll, 9d per 4-yard roll
Plastic Scars: Under 1 inch 1/6, 1-3 inches 2/6, 3-5 inches 3/6
Excuse Notes: 2/6 each, or 1½d per word (minimum 20 words)
False Bruises: 4d per square inch

(2) INTERNAL PROBLEMS:

Obviously this method was more straightforward to arrange and was not so easily detected by the ever-suspicious master. A vague stomach ache was a favourite, but even this had some snags as you had to express sufficient pain to avoid games, but not too much. You could not appear to be “putting it on,” and it could not seem really serious so that someone called for an ambulance for possible appendicitis. Perhaps you had something for lunch that didn’t agree with you. As with external injuries you could also make this excuse after getting out on the playing field, perhaps the problem having been brought on by running around.

This was a pretty easy excuse to fake but was actually of questionable value because, for one thing, repetition was risky, but mostly because vigorous and sceptical games masters were usually unimpressed by wretched excuses like this. “Stop whining and lace up your boots!” would be the all too common reaction.

EXCUSE NOTES:

Another method, which again involved facing the master, was the excuse note (genuine or faked). These could be a real help in making other false excuses look more convincing, especially when the excuse was medical. A real note from a sympathetic parent was clearly the best, so the recommendation was always to try that first. Some health problem (a cough, a twisted ankle) could be used, but not too often. Parents might not be willing to help, so we needed to develop another method. For the obvious reason of easy detection it was a bad idea to write your own note, so having a friend do it was the usual way, and you could do the same for him. It was important to keep the same person for, should you choose to repeat this excuse, the writing should be the same every time—you never knew if the crafty master kept the notes. If we ever got a real excuse note from a parent we would try to see what it said so as to know their style and copy their handwriting. If we made something up it was best to make it polite and write just enough, and not offer too many details. We also tried to memorize what we wrote in the note, or keep a copy, to avoid saying exactly the same thing another time. Yes, it was quite a business!

OFFICE EMPLOYMENT:

For pupils with no lessons, or even as punishment, sometimes one was sent to the office for a variety of small tasks, so doing this to avoid games, while risky, proved a satisfactory method. This was partly because it avoided all contact with the games master, which was always uncertain and perilous. If we didn’t see him we avoided reminding him of our existence, and you just had to hope you’re your absence would not be noted—and this was the danger.

Instead of explaining to the master why we were not able to do games, we would go straight to the School Office and ask for a job, and we could even go so far, if necessary, as to state that we were not doing games, which was true! In fact, a reason was rarely asked as Miss Wilkinson was used to this routine, but it was smart to have one handy. When there was a job we would take our time over it and make it last as long as the games period, or at least well into it. If the task was simple, extending it could be a challenge, and if we were done before games was over we might be compelled to retire to the lavatories (see below).

FALSE OFFICE EMPLOYMENT:

If there was no job that Office staff needed us to do, we were required to fall back on this or other methods. In fact, we didn’t really have to even ask at the office! This method meant pretending to be on a mission for someone in the Office or for a teacher. The presence of “props” was very helpful here, such as handful of papers or a package, in case you met someone who wanted an explanation. The disadvantage was that it could be boring and tiring doing this for long periods, but it was better than being out on the playing field and it was usually possible to find somewhere inconspicuous to rest. Also, the more we walked around the better the chance of meeting a teacher and having to explain what we were doing, so we sometimes combined this with other methods. Such as:

LAVATORIES:

If we had a short office job, or none at all, and we decided that actually confronting the ever mistrustful games master was too dangerous or unpleasant, a simple plan was to just hide in the lavatories. We might be obliged to remain there for a considerable period, so it was wise to take some homework or a book. It was best to stay in the lavatory cubicle as snooping prefects might come in. If we had the opportunity we would vary the lavatories we used, and also change stalls occasionally as a precaution. For reasons that will be obvious, this was not pleasant, but, again, it was better than rugger!

EMPTY CLASSROOM “STUDY PERIOD:”

This method was tested many times and proved by far the most successful way of dodging PT and games. Like the lavatory method, this could be combined with actually doing homework, thus killing two birds with one stone, and it was certainly more comfortable than squatting on a toilet seat for an hour. If we had no homework we tried to stay seated and subdued, reading or something, and not running around and drawing attention. To be seen to be working made our activities look a great deal more plausible. We could usually find a classroom not in use, and would often scout this out in advance, the higher up the Tower the better.

It was a good idea if two or three of us did this together as this looked more believable than someone on their own. We would find desks that could not be easily or casually seen through the door’s window for we naturally didn’t want to attract the curiosity of a passing teacher. A teacher on patrol would probably not know that we were supposed to be at games, but we had an excuse ready just in case. If someone did check, we would just explain that we were having an “extra study period for Mr. Hartwell,” or something like that, the library being crowded, perhaps. Spike came in once and quizzed us indifferently; when we explained he commended us for doing extra work, so that was a big laugh. Our greatest fear was, of course, if Gunner found us! He would not have been so easily convinced.

Another advantage of this method was that, with luck, we could gradually thus create a new sort of games period “routine,” and if we used this method a lot our absence from the changing room and not our presence there would become what was “normal.” Our hope was that the games masters would eventually just forget about us—and, once again, this was why it was imperative to be “invisible” to Grimshaw.

We used this method a lot, especially once in the 6th form, and we never got in trouble. I have to say that I was always particularly proud of having come up with this last method. It was the most reliable and it worked well, and in so many ways it proves that the simplest way of doing anything is often the best. A few of us, notably John Wright and Peter Drinkwater, made a habit of this. In the autumn of 1960 my friends and I were in 6 Lower Arts, and getting away with this sort of stunt was easier when we were in the 6th form. Our free time and so-called “study periods” were more common and, more particularly, liberties were more easily taken. I suppose we were considered more trustworthy by then, a complimentary expectation that was clearly misplaced.

CONCLUSION:

There was quite a bit of frustration in the later years over the necessity to do games, both philosophically and because of the more obvious self-centred objections. At that point in our school careers, for example, we had ditched so many subjects—music, art, geography or history, maths, physics, and chemistry—so it was natural that we should wonder why we were still forced into the gym and on to the playing field. Some sort of demented “mens sana in corpore sano” thing, I suppose.  Team sports were, I expect, to encourage things like discipline, self-sacrifice, and teamwork - all manly attributes with excellent practical applications in later life, no doubt, and bearing the unmistakable whiff of Victorian public schools, but this was not what motivated us at the time. The simple avoidance of pain and discomfort seemed a more worthy goal.

But as we advanced through the 6th form, I’m pleased to recall that the need for making excuses to avoid games declined. I know that we were still required to do PT, basketball, and athletics, even right up to the spring of our final year, 1963, but I don’t remember being made to play rugger right up to the end, and I’m sure we would have rebelled anyway. In the case of some of us, it might have been that new routine of shunning that misery had been so well-established, who knows? Besides, during spring it was athletics and in the summer it was cricket, and the latter was not something we wanted to get out of.  We even went to cricket club after school and did extra practice at the nets during the day.  So we were not so much anti-sport, just anti-rugger. Also, at this late stage in our school lives, exams and revision for them took precedence and ate up a lot of our time, so games periods were easily forgotten, especially as our time at the school dwindled down and everything got very lax and casual.

And by then, too, it should have been plain enough that many of us were just so irrecoverably inept and hopeless in the rugger department and were simply lost to Grimshaw, condemned by then to what he must have thought of as the outer darkness.  Perhaps, eventually, after all those years, he simply got bored with pursuing and persecuting us. I like to think so.  But during the time that it was necessary, the methods referred to here for avoiding the official torment and misery that he created were an essential part of our survival techniques. We took this very seriously, and worked very hard at not doing it.  I hope it’s clear that this “art of getting out of games” was more than just an art—it was a fine art!

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