Emotional Reactions To Active Elements class

Objective:  In any scene you have at least two different emotional perspectives to play from: Your Personal and Scenic Emotional Perspectives – How you feel about “I” and How you feel about “You.”  Your Personal Emotional Perspective =  How I feel about who I am, where I am and what I’m doing.  Your Scenic Emotional Perspective = How I feel about who my scene partner is, where my scene partner is and what my scene partner is doing.   

3.0  Warm-Ups:  Build energy, concentrate energy and emphasize the importance of emotion

Suggested Exercises:

CRAZY EIGHTS

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EMOTIONAL REACTION CIRCLE – Around a circle, every player just has an emotional reaction.  They don’t need words – they can just make an emotional sound.  Have them go around and then go around pushing their emotions to 11.

 

 

3.1  Emotional Character Development:   We don’t need it “all figured out” the moment we step on stage.  Make one choice and then build other choices on top of that choice.  We can start with emotion and build the details of our character around that.  Or, we can start with a detail and build an emotional character from there.

Suggested Exercises:

CHARACTER WALK – students walk around the space as themselves.  Teacher gives prompts for them to make choices from (see Progression below).  Teacher asks additional questions to flesh out the characters.  Teacher has students reset, returning to walk around the space as themselves again.  And repeat.
Progression:
•  Have players change elements of their personal walk to see how it affects the way they feel
• Change your rate – speed up, slow down
• Change your size – is your walk big or small?
• Walk with a different body part forward
• Change your spine
• Be an animal
• Walk like someone you know
• Ask the class to try on a different:
–   Emotion
–  Posture/Physicality
–  Desire (I want…)
–  Perspective (I like…, I hate…)
–  Environment
–  Action
• Ask questions to flesh out the character.  Basically “if this, then what”; for example, how do you feel about the action you’re doing, or how does that desire affect your walk?
• Ask students to speak in their character’s voice – calling out students individually to contribute
• Tell students to acknowledge each other’s presence to discover their ‘status’
Lessons:
Don’t let starting a scene be intimidating – all you need to start is one choice
Seek to establish emotion – as emotion will drive our scenes, we don’t want to stop our character development until we establish that emotional perspective.  Character ≠ Emotion.  You can be a lispy hick, but until you make a choice about how that lispy hick feels you’ll be hard pressed to heighten the stakes of a scene.

 

 

3.2  Personal Engagement:   If you were all by yourself on stage, how would you feel about who you are, where you are and/or what you’re doing? Finding an emotion and an active scene element to feel that emotion toward can be the continued catalyst for a successful scene.
If I say, “I love cats,” I’m just emoting.  If I say, “I love this cat,” I’m emotionally reacting.  If we make the object of our emotion active in the scene – actually tangible/ observable/ repeatable on stage – then we have something to react to instead of just talk about.
What is it specifically that we’re feeling about who we are, where we are and/or what we’re doing?  What is it specifically that we’re feeling about who our scene partners are, where they are and/or what they’re doing?  If we make a decision to connect our feeling to a tangible/observable/repeatable anything on stage, we can progress the scene by heightening our feeling and that “anything.”

Suggested Exercises:

PERSONAL ENDOWMENT CIRCLE – One by one around a circle, each player engages an emotion and makes explicit what it is that is evoking that emotion.
Example:
• I love this cat
• I hate pulling weeds
• Des Moines, you’re impressive
• I’m proud of my shoes
• I’m afraid of my face
• I’m sad I have no friends
Lessons:
Specificity breeds details – when you know what you’re feeling and what you’re feeling about, then our creative minds have a clear direction to explore.
Active elements keep us physically active – it’s much harder to sit still when you love this cats than to sit in a chair and talk about loving cats.
Don’t wait to be joined before making a choice – We don’t need anyone else. You’re never alone on stage, even if you’re the only improviser not on the wings; you have a world to explore and to react to.

 

 

3.3  Scenic Engagement:   How do you feel about who your scene partner is, where your scene partner is and/or what your scene partner is doing? Finding something active about your scene partner to feel about will help facilitate a scene you can both react through instead of think through.

Suggested Exercises:

SCENIC ENDOWMENT CIRCLE – One by one around a circle, each player turns to the player to their left, engages an emotion and makes explicit what it is about the player to their left’s character that is evoking that emotion.
Example:
• I love your hat
• I hate how smug you are
• You dead-lifted 200 pounds?  Impressive.
• I’m proud you’re my son
• I’m afraid of your soul
• I desire your friendship
Lessons:
Give gifts – it’s much more fun to be endowed with information (“Ugh, you got fat”) than to be burdened with requests for information (“What are you doing?”).
Want something?  Feel the absence – to avoid head-butting, don’t “demand,” focus on “desire.”  You can want something from your scene partner, but you don’t want to become hog-tied fighting for what you want.  How does not having what you want right now make you feel?
Give the gift of freedom – if you tell me, “I hate how smug you are,” I don’t have to directly respond to your feeling; I can focus on what I’m smug about (“I’m a golden god”) or I can do anything I want (“I’m tired of this wallpaper”).  You don’t want your scene partner to feel constrained to address or discuss your feeling (which is more likely the case with “Stop being smug,” “Why are you so smug?” or “Let’s talk about your smugness.”)
Give the gift of dynamite – If you say, “Your tap dancing makes me so horny,” you better believe I’m going to tap dance.

 

 

3.4   2 Person Scenes Heightening Emotion:   Establish an emotional perspective, heighten the emotional perspective through reaction to active details, and edit – That’s scene.  We want to avoid negotiation, conflict and the tepid, talked-out “discovery” that stagnates scenes’ growth.

Suggested Exercises:

ENDOW AND HEIGHTEN LAY-UPS –  Player One initiates from stage left.  Player Two initiates from stage right.  Both players heighten what they initiate.  After a few lines back and forth, teacher calls “Scene” and two new players start the exercise.
Progression:
Personal / Personal – Player One engages a personal emotional perspective and Player Two engages a personal emotional perspective.
–  Disparate initiations:  Player 1 – (staring forlornly at the Cat’s Cradle he works with his fingers) “sigh.”
   Player 2 – (looking around in panic) “I heard it again.”
–  Complementary initiations:   Player 1 – (staring forlornly at the Cat’s Cradle he works with his fingers) “sigh.” 
Player 2 – (flipping nostalgically through a big book) “Those were innocent times.”
–  Mirrored initiations:  Player 1 – (staring forlornly at the Cat’s Cradle he works with his fingers) “sigh.”
   Player 2 – (playing with a yo-yo sadly) “siiiigggghhh.”
Scenic / Scenic – Player One engages an active aspect of Player Two with an emotional perspective and Player Two engages an active aspect of Player One with an emotional perspective.
–  Player 1 – I want to kill you and steal your life.
  Player 2 – I laugh at your weakness.
• Personal / Scenic – Player One engages a personal emotional perspective and Player 2 engages an active aspect of Player One with an emotional perspective.
–  Player One – (staring forlornly at the Cat’s Cradle he works with his fingers) “sigh.”
Player Two – “Oh, I’ve had it with your attitude, mister.”
Scenic / Personal – Player One engages an active aspect of Player Two with an emotional perspective and Player Two engages a personal emotional perspective.
–  Player 1 – I want to kill you and steal your life.
Player 2 – Oh, hey, my Diamond of the Month Club package arrived!
Lessons:
Don’t give up your thing – heightening our individual choices together is all we need to move the scene forward.  Trying to “figure out” how our things mesh, fighting each other’s thing or dropping our thing in favor of our partner’s thing robs scenes of their potential.
Commitment avoids justification – explaining why two people are on stage often saps the energy from a scene.  When two players commit to simply heightening their choices, no one will question the juxtaposition of even the most mismatched initiations.
Reactionary statements avoid negotiation – when we’re not comfortable with and/or don’t understand what’s happening on stage, we revert to asking questions that often bog down scenes.  Simply making choices moves us forward and making emotional choices helps statements stand without defense (“What do you mean, I’m a pig?” versus “Oh, I’m a pig.  You’re a dirty whore.”)
Heightening avoids conflict – “I want to kill you”/ “I want to kiss you.”  If these are the initiations, we don’t want to debate or argue – heighten the feelings.  You don’t have to address the disparity between feelings right away if ever.  Heighten conflict/tension by heightening your part of it.  Addressing/discussing conflict/tension takes the dynamite out of the scene.
Make Scenic/Personal Initiations less rare – it can be fun for Player Two to choose a personally grounding emotional perspective despite Player One′s attempt to initially engage her in his thing.

 

TWO PERSON SCENES –  Player One initiates from stage left.  Player Two initiates from stage right.  Players heighten what they initiate.  Have players decide BOTH how they feel about “I” and “You” – engaging an active endowment about themselves AND about their scene partner.
Lessons:
Bored? React! – don’t know what to do in a scene?  Have an emotional reaction to an active element.
Lost? Repeat! – I scream.  Why?  I don’t know.  So I keep screaming, heightening the emotion of the scream.  Don’t stop what you’re doing to make “sense” of it; Find “sense” through continuing doing what you’re doing.
Be affected – There’s power in reacting in-the-moment to another player’s perspective/actions/choices.  When we don’t react to a fellow player’s move that deserves a reaction we risk pulling the rug out from under the scene.
Feel first, understand second (if ever) – don’t wait to “understand your motivation” before making a choice about how to feel
Never trapped by your choice – while players should be encouraged to push their heightening before changing course onto a new thing, players should never feel trapped by the things.  “I love my teddy bear.”  I heighten why I love my teddy bear (“He doesn’t judge”) but I don’t have to react only to teddy.  “I really love my fluffy duck.”/ “He doesn’t give a shit.”

Being Affected class

Objective:   Reacting emotionally in-the-moment keeps our scenes effectively in the moment.  You can’t calculate every change; you have to allow yourself (and your characters) to be vulnerable to the moment.  React, and trust wherever it goes.  We choose to feel, reacting emotionally without deference to “sense.”  But.  Our emotional choices can be aided, informed and heightened by situational, behavioral and relationship-based endowments. Continue reading

Organic Group Games class

Objective: Building patterns one step at a time, it doesn’t matter what “type” of game we’re playing.  From any Offer, through agreements’ simplification, repetitions’ clarification and progressions’ heightening a group can confidently navigate and focus “organic” games.

 

5.0  Warm-Ups: Build energy and concentrate energy.

Suggested Exercises:

CRAZY EIGHTS

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5.1  One Start, Multiple Ends:   The rubric game mechanics can be applied to any initiation.  And the combination of mechanics can facilitate organic game play.

Suggested Exercises:

1 SCES TO TtE, HD & HE – A player initiates with a Self Contained Emotional Statement.  Other players build on, working to set and cement toward a To The Ether, Help Desk or Hey Everybody game.  Clear the stage.  Then the same initiating player gives the same SCES and another of the rubric games is built on top.  Clear stage, repeat.

Example: Player 1 enters, holding a mimed map, looking up and around and says, “Man, New York is so intimidating; where’s the Empire State Building?”

  • To The Ether Game – Player 2 enters on all fours, wiggling their nose and says, “Man, this maze is crazy complicated; where the hell’s that cheese?”  Player 3 enters with arms pressed to his sides, wiggling his whole body and says, in an angry character accent, “Man, these fallopian tubes are all dark and twisted; where the fuck that egg at?”
  • Help Desk Game – Player 2 enters and says, “I’ll help you…”  Player 3 watches that interaction, enters after Player 2 finds reason to leave and mirrors certain aspects of the interaction while heightening others
  • Hey Everybody Game – Player 2 enters and says, “Hey, you gots all of New York at your disposal, we’ll get you where you need to go,” effectively calling on additional players who find their own place and filter while respecting Player 1 as the facilitator

Lessons:

  • Clear moves breed clear games – get everyone on the same page and everyone can play; set up a clear progression and the group will be compelled to play
  • The rubric game mechanics are tools to shape any game – the core mechanics give us a way to relate and progress moves, they don’t dictate a game.
      • TtE Core – heightening one perspective/idea?  Build a progression thinking about elevating the relationship between A and B in C’s relationship to B.
      • HD Core – heightening an interaction?  Follow, not just “the joke,” but the full swath of scene elements (dialogue structure, word choice, emotion, pacing, beginning, end, etc.).   Build a progression, heightening elements that change between interactions and repeating elements that repeat between interactions.
      • HE Core – heightening a collection of disparate elements?  Establish stable ground for yourself as quickly as possible with a bold emotional reaction.  Build the progression through repetition of the sequence – players contributing in-turn and heightening through their personal filter.

 
 

5.2  Organic Montage:   Use the combinations of game mechanics to facilitate a varied run of games. 

Suggested Exercises:

ORGANIC GROUP GAME MONTAGE – A run of group games, edited and continued by the group.

Lessons:

  • Variance – vary the emotional energy, scene length, scene type, cast size, etc.
  • Callback – revisit and heighten games from earlier in the run