Sunday November 10th filled me with pride. My 301 Patterns & Games class performed their showcase. And it was great.
Their energy was high. Their support, unwavering. And their commitment to building collaborative patterns using the rubrics’ guidance led to hilarious moments.
Those rubrics? The One Person Scene. To The Ether games. Help Desk games. Hey Everybody games. They’re narrowly focused on different ways for a group to build a pattern together. A group doesn’t need to be narrowly focused on them to be successful; as I hope this site makes abundantly clear, a “good” game is whatever a group builds together.
But, uh, oh man, when a group keeps it simple with a quick, clear progression, it’s easier to keep the mechanics tight and more likely the game will heighten to a satisfying punch.
Just watch. Continue reading
GUS, the delightful and talented team from The Baltimore Improv Group, opens its sets these days by asking the audience for “Three non-geographic locations.” Asked to come up and lead a practice, I brought this exercise with me. We had a lot of fun with it. You will, too.
Have you ever been in The White House? Ever gone into space? Ever visited an old West saloon? No? Well have you ever seen a television show or movie about one of those locations that you felt was “relate-able”?
The audience relates to Characters and Relationships even in “unrelatable” circumstances. As improvisers, we can go to wackier and wackier places as long as we center our scenes in knowable characters and relationships. And, remember, we know our characters and relationships through their patterns of emotional behavior.
As an improviser, have you ever been suggested a location or activity you’re not personally familiar with and as a result you end up playing a character who is “new” to the location/activity or just openly inept?
When the audience is engaged with Characters and Relationships they care way less about the authenticity of your mime and/or details. It’s the old Back To The Future Versus The Matrix dynamic: Because we were invested in Doc and Marty as people, knowing that once 85 MPH was achieved the Flux Capacitor sent you back in time was all that we needed. Conversely, because The Matrix was mostly filled with unemotional characters, nerds ruthlessly attacked the world’s nitty gritty.
Bottom line: This exercise will allow your group to more confidently explore far off worlds by finding a connection in Character and Relationships.
Make a choice the moment you enter stage. Choose to feel. Feel something about something – an imagined object, mimed activity, and/or your scene partner. Allow both you and your scene partner to be dynamic.
Here’s the final scene from a class building out that progression and its value:
And here’s the class’ outline with video of me teaching it. Continue reading
Mmmm…what do these have in common?
When asked for a desired focus for a scheduled coaching session, a Duo sent me the following:
Mainly character stuff, fleshing them out versus building out more plot. Getting better at finding and sticking to the game of the scene.
What follows is some didactic and exercises that filled two hours.
DIDACTIC: How do You think about “Game” in improv?
Acknowledged ad nauseam here on Improv As Improv Does Best, the idea of “Game” gets thrown around a lot in improv.
At its most dumbed down, “Game” is “the funny thing, done more.” Though what the “funny thing” is is subjective.
At once both more sophisticated and more corny, “Game” can focus on the repetition of the cause and effect of actions. Short Form‘s blessing and curse is that its rhythms connect so quickly (helped by being made explicit) – the audience is rigged to react to anticipation but the rigging can be too tight and become stale.
Aiming for an universal answer this site’s materials are predicated on the definition of “Game” as “a sequence of actions related by cause in effect, heightening in a progression through repetition.” Holds true for baseball and Monopoly alike.
Regardless of definition, “Game” needs Emotion. Continue reading
Whiteboard; always whiteboard. Yes, “Whiteboard” is a verb.
Objective: Players entering a scene in progress should always seek to heighten the games already in play. Heightening those games with concentrated pattern mechanics will increase the impact of those tertiary moves.
The following outlines Tertiary and Polish moves with supporting video of me actually teaching a class those moves:
Want to learn more about these moves and/or lead a class based on these moves? Continue reading