We may build up as we will schemes of Education and Instruction, add science to science, learning to learning, and facts to facts; but what we shall build will be only a dead body unless it be informed by the breath of the Spirit which maketh alive. For Education which teaches a man everything but how to live to the glory of G.o.d and the service of man is not Education, but only instruction; and it is the fruit of the tree, not of Life, but of Death.
_PART II_
CHAPTER I
Romance in Games
A SHARP distinction can be drawn between games with toys and games without them. In the latter the child"s imagination has to supply everything, in the former it supplements or corrects the suggestion of the toy. But in both, as in every movement and desire of the natural child, it is imagination which tints the picture and makes the whole enterprise worth while.
In hide-and-seek, that oldest of games, and still more in its sister "I spy," a little live streak of fear brought down from who knows what wild ancestry lends to the game an excitement not to be found in games with bats and b.a.l.l.s and nets and bails and straightforward trappings bought at shops. When you lurk in the shrubbery ready to spring out on the one who is hunting you, and to become in your turn the hunter, you are no longer a child, you are a red Indian or a Canadian settler, or a tiger or a black-fellow, according to the measure of your dreams and the nature of the latest book of your reading.
At this point it occurs to me that perhaps you who read may have forgotten the difference between "Hide-and-seek" and "I spy."
Hide-and-seek is just what it says it is; half the players hide, and the others seek them and there"s an end of it. It is an interesting game, but flat compared with "I spy." It has, however, this merit, that it can be played without those screams to which grown-ups are, usually, so averse. Whereas I defy any one to play "I spy" without screaming.
Hide-and-seek is a calm game; the thing sought for might almost as well be an inanimate object: it is the game of stoats looking for pheasants"
eggs, of bears looking for honey. But "I spy" is the game of enemy looking for enemy: it calls for the virtues of fort.i.tude, endurance, courage--for the splendours of physical fitness, for aptness, for speed.
In "I spy" half the players hide and the others seek; but they seek not an unresisting stationary object, but a keen, watchful retaliatory terror. They seek, in shrubbery and garden, behind summer-house and conservatory, in the shelter of tree, hedge, and arbour, for the enemy, and when that enemy is found the seeker does not just say, "Oh, here you are"--that ending the game. Far otherwise; the seeker in "I spy"
goes warily, his heart in his mouth--for, the moment he sees a hider, he must shout "I spy," adding the hider"s name. "I spy Jimmy!" he cries, and turning, flees at his best speed. The hidden one follows after--the hunted becoming in one swift terrible transition the hunter, and he who was the seeker flies with all the speed he may, across country, to the appointed "home." The quarry unearthed has become the pursuer and follows with yells. Grown-ups would always rather that you played hide-and-seek--and can you wonder? But sometimes they will concede to you "I spy" rights, and even join in the sport. It is always well, in playing any game where anything may be trampled, such as asparagus beds, or broken, such as windows, to have a grown-up or two on your side. And by "your," here, of course I mean children. The habit of years is not easily broken, and I am so much more used to writing _for_ children than _of_ them.
Chevy Chase is a good old-fashioned game of courage and adventure. Does any one play it now? No child can play it _con amore_ who does not know who it was who
When his legs were smitten off He fought upon his stumps,
and to what bold heart the bitterest drop in the cup of defeat was "Earl Percy sees my face----"
All wreathed with romance are the song-games, "Nuts in May," "There came Three Knights," and the rest, where the up-and-down dancing movement and the song of marriage-by-capture ends in a hard jolly tug-of-war, and woe to the vanquished! This is a very old game--and there are many words to it. One set I know, but I never have known the end. Little boys in light trousers and short jackets and little girls in narrow frilled gowns used to play it on the village green a hundred years ago. This is how it began:
Up and down the green gra.s.s This and that and thus, Come along, my pretty maid, And take a walk with us; You shall have a duck, my dear, And you shall have a drake, And you shall have a handsome man, For your father"s sake.
My mother told me all of that song-game, and that is all of it that I can remember. She always said she would write it down, and I always thought there was plenty of time, and somehow there was not, and so I do not know the end. Perhaps Mr. Charles Marson, who first found out the Somerset folk-songs of which Mr. Somebody Else now so mysteriously gets all the credit, may know the end of these verses. If he does, and if he sees this, perhaps he will write and tell me.
This game of come and go and give and take is alive in France; witness the old song:
Qu"est-ce qui pa.s.se ici si tard, Compagnons de la Marjolaine?
Qu"est-ce qui pa.s.se ici si tard Toujours si gai?
Ce sont les cavaliers du Roi, Compagnons de la Marjolaine.
Ce sont les cavaliers du Roi Toujours si gais.
Et que veulent ces cavaliers, Compagnons de la Marjolaine?
Et que veulent ces cavaliers Toujours si gais?
Des jeunes filles a marier, Compagnons de la Marjolaine; Des jeunes filles a marier, Toujours si gais.
And I have no doubt that stout Dutch children and German children with flaxen plaits, and small contadine, and Spanish and Swedish and Russian and Lithuanian babes all move rhythmically back and forth on their native greensward and rehea.r.s.e the old story of the fair maid and the Knight "out to marry."
The Mulberry Bush is another of the old song-games, where play-acting is the soul of the adventure, and this too is everywhere. "A la claire fontaine," I remember as the French version, danced on wet days in the cloisters of the convent of my youth. Le Pont d"Avignon, a glorious game, with its impersonations of animals, has, as far as I know, no counterpart in this country.
All these games are active games: they can, of course, be played by sheer imitation, a sort of parrot-and-monkey apt.i.tude will do it; but if they are to be enjoyed to the full, the imagination must have full play.
To _be_ a knight a-riding to fetch a fair lady is quite simple, and quite thrilling--just as to be a bear demands nothing but growls and a plantigrade activity in the performer to be a fearful joy to the non-bear.
Cricket and football, fives and racquets, the games that are played with things out of shops, do not need imagination to help them out. The games without bought accessories should perhaps rather be termed "plays" than games. And the more highly cultivated the imagination the more intensely joyous are the games. All sorts of acting, dressing-up, and pretending games depend entirely on the imagination, and it is well to encourage children to act scenes which they have observed, or heard about or read about. The smallest child will experience a real joy in putting its pinafore on wrong way round, call it a coat, and announce with pride that it is "Daddy going a tata."
In the dolls" tea-parties you will observe a careful copy or travesty of your own "company manners," and as the small minds are filled with tales of wonder and adventure, you will find them re-enacted, the nursery rocking chair serving as charger for the gallant knight, and nurse"s ha.s.sock taking quite adequately the part of the dragon. A small sister can generally be relied on to be the captive princess, especially if handsome trappings go with the part--and a cobweb brush is an admirable spear. The princess will be released from her bonds in time to act as chief mourner at the funeral of the slain ha.s.sock, which can be carried down the river in a barge made of the nursery table wrong way up--with the nursery tablecloth for a sail--an admirable tableau certain to occur if any one has told the children the story of Elaine. That the dragon should have as sumptuous a funeral as Enoch Arden himself, need not surprise you: a funeral is a funeral, be the corpse canary, guinea pig, or ha.s.sock, and to a dead dragon are due all the honours we pay to a gallant if unfortunate antagonist. Not only fairy tales, but history will be acted. You will have Jane as Queen Eleanor sucking the poison from Jack"s grubby paws, and Alice as an Arab physician curing the plague, represented by blobs of paint-water on the rigid arms of Robert.
How beloved will be the grown-up who, pa.s.sing by the scene, shall refrain from commenting on the deafening groans of the patient, and shall, instead, offer the physician a ribbon for his girdle or a plume from the dusting brush for his turban.
Exploring plays and all the plays which include wigwams and war paint are such as an intelligent grown-up will be able to intensify and add backbone to--for a child"s fancy will naturally outrun his performance, and though he may imagine a feather head-dress or moccasins, he will be only too pleased that a grown-up should make the things for him with that strong, unerring touch to which his small experimenting hands cannot yet attain. All such games require numbers; your only lonely child cannot play Indians to the full. Two is better than one and more than two is better than two, up to the number of six or eight. People don"t seem to see how important numbers are for play. They see it fast enough when it comes to schools, but a regular a.s.sociation of children for the purposes of play is not encouraged. In a large family of boys and girls it just happens happily, but an a.s.sociation of children from various homes generally means a predatory horde of boys: girls don"t a.s.sociate with unrelated girls in joyous play-adventures, and boys are apt to think that little girls who are not their sisters are either angels or m.u.f.fs, and neither a m.u.f.f nor an angel is what you want to play games with. Parents and guardians might do a great deal to render play-a.s.sociation possible: I suggest that house parties of children, where the utmost possible liberty should be given, would stimulate enormously the plays which encourage daring and initiative, and would teach boys that girls are not necessarily m.u.f.fs or angels, and teach girls that boys are not all brutes.
Fathers and mothers sacrifice themselves every year in August; you see them doing it, heavily, definitely, with clenched teeth and a grim determination not to be selfish, and to spend a month with the children at the seaside, however much it may cost in time, temper, and money. The Browns go to Scarborough, their friends the Robinsons go to Wales, the Smiths are in Devonshire and the Joneses at Littlehampton. They all go to the same sort of lodgings, do the same sort of things, and lucky is the mother whose nerves are not worn very thin indeed before the holiday ends. Now suppose all these worthy and self-sacrificing parents agreed to pool their families and let Mr. and Mrs. Brown take charge of them all--in some jolly big house suited to the needs of so swollen a household. Sixteen children are really, in many ways, four times easier to manage than four--and at least forty times as easy to amuse. In fact, you don"t need to amuse them--they will amuse themselves and each other: Mr. and Mrs. Brown will only have to adjust ebullitions.
Meanwhile the Smiths, Robinsons, and Joneses are having their holiday where they will. Their turn of having the children will come another year, when the Browns will be free to range the world in August, knowing that their children are safe and happy and are, thank you, having a much better time than they could have in small seaside lodgings, even with the undivided attention of their fathers and mothers. Besides, if I may for once take the part of the mothers instead of that of the children, what sort of holiday do you think the mother has, when to the ordinary routine of housekeeping at home are added the difficulties of housekeeping in unfamiliar surroundings, in a house of whose capabilities she has no experience, and with a landlady whose temper, as often as not, is as short as her tale of extras is long? The woman who works all the year round at the incredibly arduous task of making a home, answering week in and week out the constant, varying demands on all her complex mental and physical activities, does really deserve a real holiday. What is more, she needs it. She will be a better mother the rest of the year if she be allowed for that one month to be just a wife, and a wife on a holiday. The wife whose turn it is to take charge of the amalgamated families will find so great a change from the exclusive care of her own chickens that the change in itself will be a sort of holiday. And the children themselves, perhaps, will learn a little from the enforced separation from the fount of unselfish devotion, and appreciate their mother all the more if they have, be it only half-consciously, missed her a little even through the varied and joyous experiences of their month"s house-party.
CHAPTER II
Building Cities
THE devotion of aunts has often stirred my admiration. The heroism of aunts deserves an epic. But this is, as you say, not the place to write that epic. Give me leave, however, to say that of all the heroic acts of the devoted aunt, none seems to me more magnificent than the self-sacrifice which nerves those delightful ladies to settle themselves down to play, in cold blood, with their nephews and nieces games bought at a shop, games in boxes. I am not talking of croquet, or even badminton, though these may be, and are, bought in boxes at shops. Nor do I wish to depreciate chess and draughts, nor even halma, the poor relation of draughts and chess, nor dominoes, which we all love. These games, so precious on wet days, or when other people have headaches, cannot be too highly prized, too a.s.siduously cultivated.
The rigours of the seaside holiday, too often in wet weather a time of trial and temper, would be considerably mitigated if chess and chess-board, draughts, dominoes, and halma were packed in the trunks along with the serge suits, the sandshoes, and the sun-bonnets. The games which I do so "wonder and admire" to see aunts playing are the meaningless games with counters and dice: ill-balanced dice and roughly turned counters and boards that look like folding chequer-boards till you open them, and then you find all the ugliest colours divided into squares and circles or slabs, with snakes or motors or some other unpleasing devices on them. These games are all exactly the same in their primary qualities: the first of them that was invented had all the faults of all its successors. Yet dozens of new ones are invented every year, just to sell, and helpless children try to play them, knowing no better, and angel aunts abet them, knowing all.
Grown-ups suffer a great deal in playing with children: it is not the least charm of a magic city that a grown-up can play it and suffer nothing worse than the fatigue incidental to the bricklayer"s calling.
Of course, most grown-ups will say that they would rather be burnt at a slow fire, or play halma, than be bothered with magic cities. But that is only because they do not understand. Try the experiment the next time you are spending a wet week-end in a country house where there are children. Get the children to yourself and ask your hostess whether you may borrow what you want for a game. The library is the best place for building: there is almost certainly a large and steady table: also there are the books. I need not urge you to spare the elegantly bound volumes, and the prized first editions, and the priceless folios and duodecimos in their original calf and vellum. You will find plenty of books that n.o.body will mind your using--the old _Whitakers_, bound volumes of the _Cornhill_ and _Temple Bar_--good solid blocks for the foundations of your city. If there be a pair of candlesticks or an inkstand which match, you may make a magnificent archway by setting up the candlesticks as pillars and laying the inkstand on the top. You can see how this is done in the picture of the Elephant Temple. Get the children to bring down the bricks and enlist a friendly parlour-maid to let you have the run of the china cupboard, or a footman, if you are in that sort of house, to bring you the things you want on a tray.
[Ill.u.s.tration: THE PALACE OF CATS.
120]
But it is much better if you can go alone over the house and choose what you really want. You invite the children to help you build, and to build themselves. If they have never built a magic city you will find that they will presently desert their plain brick edifices to watch the development of your palace or temple. They will offer suggestions, and quite soon they will offer objects. They will begin to look about the room with their sharp eyes--and about the house with their keen memory and imagination, and produce the sort of things that look like the sort of things they think you might like for your building. They will wander off, returning with needle-cases, little boxes, sh.e.l.ls--and "Would this do for something?" is the word on every lip. They are soon as much absorbed in the building as you are--and I take it you are an enthusiast--and your magic city grows apace. Then after a little while a grown-up, bored and out of employment, will stray into the library with "Hullo! what are you kids up to with all this rubbish?" and stand with his hands in his pockets contemplating the building industry. If you answer him simply and kindly, and don"t resent his choice of epithet, it is almost certain he will quite soon withdraw a hand from his pocket and reach out to touch your magic walls with "Wouldn"t it be better like that?" Admit it, and in hardly any time at all you have him building on his own account. Another grown-up will stray in presently with the same question on his lips. He too will come to be bored and will remain to build, and by tea-time you will have collected every grown-up of the house-party--every grown-up, that is to say, with the right feeling for cities. It will surprise you to find how keen you will yourself become as the work goes on, and how it will call into play all your invention and your latent craftsmanship.
You will be amazed at the results you can achieve with quite dull-looking materials, and still more will you be surprised at the increasing interest and skill of the grown-ups. When it is time to dress for dinner you will feel a pang of positive despair at the thought that your beautiful city, the child of your dreams and skill, must be taken down. It is like the end of the magic of Cinderella when her coach became a pumpkin, her horses mice and her coachman a fat rat. Now your domes are once more mere basins, your fountain basins are ash-trays, your fountains are but silver pen-cases and their gleaming waters only strips of the tin-foil that comes off chocolate or cigarettes. The walls of your palaces go back into the book-cases, and their facades return to the dull obscurity of the brick-boxes. The doors and the animals who stood on guard at the door-ways and terraces, on plinths or pillars, share in the dark rattling seclusion where many a wooden tail has been broken, many a painted ear lost for ever, but the tidying up has to be done: unless your hostess is one of those rare and delightful people who see what their guests like and lets them do it. In that case she may say "Oh! what a pity to disturb the pretty thing! Why not let your city stay for a day or two, so that the children can build some more to it to-morrow. No, of course it won"t be in the way--and wouldn"t it be pretty if we lighted it up with fairy lights after dark?"
Then your city really has a chance. The children will think of it till bed-time and fall asleep in the happy throes of their first town-planning.
You may think that I exaggerate the charms of magic cities, because I happened to invent them, and you may be afraid that my swan, if you ever make up your mind to adopt it, may turn out to be an ugly and dispiriting duckling. I a.s.sure you this is not so. I have never met a child who did not like building magic cities, and not many grown-ups. Of course the love of them grows, like other loves, and the longer you can keep the city standing, the fonder you and your playmates will get of it. It will grow more and more finished in detail, and the ugly make-shifts will be reorganised and made neat with an irreproachable neatness. If the magic city game were played in schools, as I think it ought to be, a long table--or series of tables--could easily be kept for it, and the city kept standing and be added to from day to day. But it will not be the same sort of city as the one you build in the house where the parlour-maid lives and still less the sort that happens in the house where there is a butler and many silver boxes and cups and candlesticks.
Now I come to write all this down it seems very trivial, and it will perhaps seem even more so when I come to tell you about the different things we made and used for magic cities. But it is not really trivial.
I do not think I claim for the magic city game more than it justifies, and I will tell you, presently, why I think this. Of course, when you have finished your city, if you ever do finish it, you make up stories about it, and always, even when you are building it, you imagine how splendid it would be if you were small enough to walk through the arches of your city gates, to run along the little corridors of your city palaces. Of course, it would do quite as well if your city became big enough for you to run about in while still keeping your natural size--but it is somehow not really so cosy to think of.