The game starts off tentatively, but soon everyone is drawn in - only to be stopped short with signs of impending danger getting closer. After failed attempts to find out more, the group decides to embark on a long walk to safety, agreeing to continue the story-telling along the way to distract themselves from the threats around them. Many of the travellers dread their turn but no one refuses. Some opt for fables, some seek clues from personal experience, others make thinly disguised arguments for their beliefs, while a few attempt a literal account of events that might have happened.
But does their game about the past contain a subtle warning about their future they should heed...before it's too late?
D M Dickinson has worked as a film editor, producer/director and media teacher. Two of her books, Cinema and State and Rogue Reels, focus on film politics. A long association with Africa began with support for anticolonial, antiracist movements while subsequent work has involved prolonged spells in Africa and India.