The Race

T

They never saw it coming, the finish line.
They called it a Race, but never realised it was one
Until the apparition of that final marker pole

But then it was just too late
To turn back or even hesitate,
Their essence in that condensate
But the final moment of their state.

All life competes for survival, an immediate goal.
A game played out every second, a constant turning
Of the wheel we tread until our final breath.

Gone forever, a forgotten mote
Unmarked even on nature’s tote
Because they staked it all, underwrote
And lost the bet. No footnote.

The road had forked millennia past, two journeys lead.
A choice made with every waking breath, to give or take
And hope this changed the dealer’s final hand.

But the cards always fell the same,
Somebody else had rigged the game.
No, just us. Let’s give ‘them’ a name
Since we’re always trying to shift the blame.

Most took that low road we hear of, thinking it quicker.
Got sidetracked along the way and forgot the journey
We once began together many millennia ago.

That choice then made hung as a weight
Around our own evolutionary state,
Tied us in to that predetermined date
So we had no choice but to pass its gate.

So, that’s it then? The sum of all human endeavour
Was simply to vanish, not to colonise or conquer, to boldly go
And discover worlds only dreamed by an enlightened few?

It’s not how we do, but how we see
That changes how that life had to be.
A simple change is what we need,
To think more of we instead of greed.

© July 2015. All Rights Reserved.

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By Edward

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About me

Many (many) years ago, I discovered role-playing and Dungeons and Dragons in one of the after school clubs. It revealed a universe that allowed me to flex my storytelling muscles and enjoy a mixture of fantasy and sci-fi and feed the escapist dreamer inside.

Over time, I played (and story-led*) many systems including Call of Cthulhu*, Shadowrun, Dungeons & Dragons*, Middle Earth, In Nomine*, Bushido, Chivalry & Sorcery, Chill, Warhammer, Warhammer 40k, Gammaworld, Hawkmoon, Stormbringer, Immortals*, Marvel Super Heroes, Paranoia, RuneQuest, Vampire: The Masquerade*, and a couple of my own devising (Medieval* and Parody*).

I explored live-action role-playing – eventually running my own club and developing my own LARP systems (Fools Gold and Dream Conquest) – and usually found myself in script-writing or game-master duty, writing over 500 individual live adventures over the period, many linked into the world events of the fantasy land we created. I also volunteered for Curious Pastimes and Lorien Trust at their main LARP events (special effects at the Ritual Circle), and did a little script work, cameos and improv for Curious Pastimes. I was also the South East's Editor (UK) for the LARP magazine The Adventurer.

The rest, as they say, is history.

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