10 Player Two Person Blackout

I adore this scene.

In just over a minute 10 players flood the scene.  They evolve by following and reacting.  Even though a central player emerges, there is no leader.

Listen to the audience’s reaction.  Yes, it comes at a great place in the pacing of a pattern-heavy show.  Yes, the final line is a reference to an emergent theme.

But what the audience loves is the confident collaborative creation of something out of nothing. It almost doesn’t matter what Hannah says, the audience is going to love that she made a strong emotional choice to define the swell around her. They’ve been rapt the entire time – never doubting that the group was building toward something because the group never appeared in doubt. The audience is having fun because the players are clearly having fun.

And then of course after Hannah drops her line the group has the good sense to edit the scene, rendering it a Blackout, which plays beautifully into the pacing of the larger show.

I adore this scene.

Players are: Gerard Antoine, Sarah Berday-Sacks, Kevin Clatterbuck, Michael Farmer, Patrick Gaskill, Zachary Mann, Hannah Rumsey, Geoff Stone, Vince Sunga, Carter Tait and Elliot Wegman
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Macaroni Lovers Anonymous Hey Everybody group game

Don’t solve problems in improv. If there’s a fire on stage we want to throw gas on it, not water.

A lot of group games start with problem statements. “We need to…” “Let’s figure out…” “Brainstorm time!” The problem with problems is that when we’re focused on working up a solution we too often deprioritize emotional in-the-moment reactions which in improv are always more powerful that clever dialogue.

Hey Everybody mechanics keep us focused on heightening patterns of emotional behavior, helping us to exacerbate problems instead of alleviating them. 

Want proof? Watch this.


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Helicopter Parent Hey Everybody group game

A solid Hey Everybody example. Watch it.  What do you notice?

1. Repetition is heightening. Laura didn’t need to do anything more than repeat “I’m a North Carolina State Mom” to get a laugh at the start of the second pass of the game.  In fact, the audience also laughs with a sense of relieved release – it has been made clear to them that the sequence they witnessed is being made into a pattern.  With the rigid repetition they know they’ve been here before and they’re along for the ride.
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Massage Convention Hey Everybody group game

“A Massage Convention’s an HR hotbed.” –> “If OSHA says this is wrong, I don’t want to be right.”

With Hey Everybody mechanics in our back pocket we can confidently jump into chaos knowing that all we need to do is each stick and heighten our individual perspectives while collectively sticking to the order of individual contributions. With these tools we harness the power of the chaos, enabling it to swell and pop.

We can relax, too, in the knowledge that every player doesn’t need to nail it; they just need to participate. Especially in that first pass, what’s most important is just for each player to say/do something, anything. And if “anything” is too broad and therefore crippling then we remember that we can always align and agree with one another as well.

Watch this example. Note how the first pass gets established – who agrees with whom, who has a different perspective, who doesn’t speak. How many different perspectives would you say are in play among these 7 improvisers?


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To The Ether video example – I Can’t…

When building Group Games, trust simplicity as The Coalition’s Big Bosses did in this To The Ether game.

Why? When a pattern is this clearly established and heightened you can reach the point where you don’t even need to finish the sequence before the audience is laughing uproariously, having completed the pattern in their own head. 

More To The Ether video examples –>

Personal & Scenic Games in a two person scene video example

To establish sustainable scenes, it is helpful to remember that each player on stage can have at least one Personal and Scenic game at their disposal to heighten.

Personal Game  how you react to who you are, where you are or what you’re doing
* I love cake; when I eat a piece I’m overcome with joy and I sigh involuntarily

Scenic Game  how you react to who your scene partner is, what your scene partner is doing or how your scene partner is acting 
* Greg is my hero; when he criticizes me I’m destroyed and flagellate myself
* We are scared of ghosts; when we hear a noise we freak and run around

The games represent a pattern of behavior established through evolving rules. Establishing and leveraging these games A) enable players to react through rather than think through scenes and B) engage the audience, letting them know our characters through their patterns of emotional behavior and care about them.


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