Scrum Solutions

First up- sorry I suddenly disappeared over last week. I was away, and although I’d planned to tell WordPress to publish a few for me (I have a backlog now and everything), I was unfortunately away from my computer on Saturday and could not do so. Sorry. Today I would like to follow on from last Wednesday’s post dealing with the problems faced in the modern rugby scrum, to discuss a few solutions that have been suggested for dealing with the issue, and even throw in a couple of ideas of my own. But first, I’d like to offer my thoughts to another topic that has sprung up amid the chaos of scrummaging discussions (mainly by rugby league fans): the place, value and even existence of the scrum.

As the modern game has got faster and more free-flowing, the key focus of the game of rugby union has shifted. Where once entire game plans were built around the scrum and (especially) lineout, nowadays the battle of the breakdown is the vital one, as is so ably demonstrated by the world’s current openside flanker population. Thus, the scrum is becoming less and less important as a tactical tool, and the extremists may argue that it is no more than a way to restart play. This is the exact situation that has been wholeheartedly embraced by rugby league, where lineouts are non-existent and scrums are an uncontested way of restarting play after a minor infringement. To some there is, therefore, something of a crossroads: do we as a game follow the league path of speed and fluidity at the expense of structure, or stick to our guns and keep the scrum (and set piece generally) as a core tenet of our game?

There is no denying that our modern play style, centred around fast rucks and ball-in-hand play, is certainly faster and more entertaining than its slow, sluggish predecessor, if only for the fans watching it, and has certainly helped transform rugby union into the fun, flowing spectators game we know and love today. However having said that, if we just wanted to watch players run with the ball and nothing else of any interest to happen, then we’d all just go and play rugby league, and whilst league is certainly a worthwhile sport (with, among other things, the most passionate fans of any sport on earth), there is no point trying to turn union into its clone. In any case, the extent to which league as a game has been simplified has meant that there are now hardly any infringements or stoppages to speak of and that a scrum is a very rare occurence. This is very much unlike its union cousin, and to do away with the scrum as a tool in the union code would perhaps not suit the game as well as it does in union. Thus, it is certainly worth at least trying to prevent the scrum turning into a dour affair of constant collapses and resets before everyone dies of boredom and we simply scrap the thing.

(I know I’ve probably broken my ‘no Views’ rule here, but I could go on all day about the various arguments and I’d like to get onto some solutions)

The main problem with the modern scrum according to the IRB concerns the engage procedure- arguing (as do many other people) that trying to restrain eight athletes straining to let rip their strength is a tough task for even the stoutest front rower, they have this year changed the engage procedure to omit the ‘pause’ instruction from the ‘crouch, touch, pause, engage’ sequence. Originally included to both help the early players structure their engagement (thus ensuring they didn’t have to spend too much time bent down too far) and to ensure the referee had control over the engagement, they are now arguing that it has no place in the modern game and that it is time to see what effect getting rid of it will have (they have also replaced the ‘engage’ instruction with ‘set’ to reduce confusion about which syllable to engage on).

Whether this will work or not is a matter of some debate. It’s certainly a nice idea- speaking as a forward myself, I can attest that giving the scrum time to wind itself up is perhaps not the best way to ensure they come together in a safe, controlled fashion. However, what this does do is place a lot of onus on the referee to get his timing right. If the ‘crouch, touch, set’ procedure is said too quickly, it can be guaranteed that one team will not have prepared themselves properly and the whole engagement will be a complete mess. Say it too slowly, and both sides will have got themselves all wound up and we’ll be back to square one again. I suppose we’ll all find out how well it works come the new season (although I do advise giving teams time to settle back in- I expect to see a lot of packs waiting for a split second on the ‘set’ instruction as they wait for the fourth command they are so used to)

Other solutions have also been put forward. Many advocate a new law demanding gripping areas on the shirts of front row players to ensure they have something to get hold of on modern, skintight shirts, although the implementation of such a law would undoubtedly be both expensive and rather chaotic for all concerned, which is presumably why the IRB didn’t go for it. With the increasing use and importance of the Television Match Official (TMO) in international matches, there are a few suggesting that both they and the line judge should be granted extra responsibilities at scrum time to ensure the referee’s attention is not distracted, but it is understandable that referees do not want to be patronised by and become over-reliant on a hardly universally present system where the official in question is wholly dependent on whether the TV crews think that the front row binding will make a good shot.

However, whilst these ideas may help to prevent the scrum collapsing, with regards to the scrum’s place in the modern game they are little more than papering over the cracks. On their own, they will not change the way the game is played and will certainly not magically bring the scrum back to centre stage in the professional game.

For that to happen though, things may have to change quite radically. We must remember that the scrum as an invention is over 150 years old and was made for a game that has since changed beyond all recognition, so it could well be time that it began to reflect that. It’s all well and good playing the running game of today, but if the scrum starts to become little more than a restart then it has lost all its value. However, it is also true that if it is allowed to simply become a complete lottery, then the advantage for the team putting the ball in is lost and everyone just gets frustrated with it.

An answer could be (to pick an example idea) to turn the scrum into a more slippery affair, capable of moving back and forth far more easily than it can at the moment, almost more like a maul than anything else. This would almost certainly require radical changes regarding the structure and engagement of it- perhaps we should say that any number of players (between, say, three and ten) can take part in a scrum, in the same way as happens at lineouts, thereby introducing a tactical element to the setup and meaning that some sneaky trickery and preplanned plays could turn an opposition scrum on its head. Perhaps the laws on how the players are allowed to bind up should be relaxed, forcing teams to choose between a more powerful pushing setup and a looser one allowing for faster attacking & defending responses. Perhaps a law should be trialled demanding that if two teams engaged correctly, but the scrum collapsed because one side went lower than the other then the free kick would be awarded to the ‘lower’ side, thus placing a greater onus on technique over sheer power and turning the balance of the scrum on its head. Would any of these work? Maybe not, but they’re ideas.

I, obviously, do not have all the definitive answers, and I couldn’t say I’m a definite advocate of any of the ideas I voiced above (especially the last one, now I think how ridiculously impractical it would be to manage). But it is at least worth thinking about how much the game has evolved since the scrum’s invention, and whether it’s time for it to catch up.

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The Dark Knight Rises

OK, I’m going to take a bit of a risk on this one- I’m going to dip back into the world of film reviewing. I’ve tried this once before over the course of this blog (about The Hunger Games) and it went about as well as a booze-up in a monastery (although it did get me my first ever comment!). However, never one to shirk from a challenge I thought I might try again, this time with something I’m a little more overall familiar with: Christopher Nolan’s conclusion to his Batman trilogy, The Dark Knight Rises.

Ahem

Christopher Nolan has never been one to make his plots simple and straightforward (he did do Inception after all), but most of his previous efforts have at least tried to focus on only one or two things at a time. In Dark Knight Rises however, he has gone ambitious, trying to weave no less than 6 different storylines into one film. Not only that, but 4 of those are trying to explore entirely new characters and a fifth pretty much does the whole ‘road to Batman’ origins story that was done in Batman Begins. That places the onus of the film firmly on its characters and their development, and trying to do that properly to so many new faces was always going to push everyone for space, even in a film that’s nearly 3 hours long.

So, did it work? Well… kind of. Some characters seem real and compelling pretty much from the off, in the same way that Joker did in The Dark Knight- Anne Hathaway’s Selina Kyle (not once referred to as Catwoman in the entire film) is a little bland here and there and we don’t get to see much of the emotion that supposedly drives her, but she is (like everyone else) superbly acted and does the ‘femme fakickass’ thing brilliantly, whilst Joseph Gordon Levitt’s young cop John Blake (who gets a wonderful twist to his character right at the end) is probably the most- and best-developed character of the film, adding some genuine emotional depth. Michael Caine is typically brilliant as Alfred, this time adding his own kick to the ‘origins’ plot line, and Christian Bale finally gets to do what no other Batman film has done before- make Batman/Bruce Wayne the most interesting part of the film.

However, whilst the main good guys’ story arcs are unique among Batman films by being the best parts of the film, some of the other elements don’t work as well. For someone who is meant to be a really key part of the story, Marion Cotillard’s Miranda Tate gets nothing that gives her character real depth- lots of narration and exposition, but we see next to none of her for huge chunks of the film and she just never feels like she matters very much. Tom Hardy as Bane suffers from a similar problem- he was clearly designed in the mould of Ducard (Liam Neeson) in Begins, acting as an overbearing figure of control and power that Batman simply doesn’t have (rather than the pure terror of Joker’s madness), but his actual actions never present him as anything other just a device to try and give the rest of the film a reason to happen, and he never appears to have any genuinely emotional investment or motivation in anything he’s doing. Part of the problem is his mask- whilst clearly a key feature of his character, it makes it impossible to see his mouth and bunches up his cheeks into an immovable pair of blobs beneath his eyes, meaning there is nothing visible for him to express feeling with, effectively turning him into a blunt machine rather than a believable bad guy. There’s also an entire arc concerning Commissioner Gordon (Gary Oldman) and his guilt over letting Batman take the blame for Harvey Dent’s death that is barely explored at all, but thankfully it’s so irrelevant to the overall plot that it might as well not be there at all.

It is, in many ways, a crying shame, because there are so many things the film does so, so right. The actual plot is a rollercoaster of an experience, pushing the stakes high and the action (in typical Nolan fashion) through the roof. The cinematography is great, every actor does a brilliant job in their respective roles and a lot of the little details- the pit & its leap to freedom, the ‘death by exile’ sequence and the undiluted awesome that is The Bat- are truly superb. In fact if Nolan had just decided on a core storyline and focus and then stuck with it as a solid structure, then I would probably still not have managed to wipe the inane grin off my face. But by being as ambitious as he has done, he has just squeezed screen time away from where it really needed to be, and turned the whole thing into a structural mess that doesn’t really know where it’s going at times. It’s a tribute to how good the good parts are that the whole experience is still such good fun, but it’s such a shame to see a near-perfect film let down so badly.

The final thing I have to say about the film is simply: go and see it. Seriously, however bad you think this review portrays it as, if you haven’t seen the film yet and you at all liked the other two (or any other major action blockbuster with half a brain), then get down to your nearest cinema and give it a watch. I can’t guarantee that you’ll have your greatest ever filmgoing experience there, but I can guarantee that it’ll be a really entertaining way to spend a few hours, and you certainly won’t regret having seen it.