Keep It Simple: Feel & React

A Coalition show called Strange Bedfellows pairs an actor with one half of a script with an improviser who ad libs their half.  I had the honor of performing one night in the improviser’s role.

And I have never been more terrified pre-show.

In a typical show, I have at least one improv partner. I can relax in the uncertainty of improvisation knowing that, whatever happens, my partner(s) will support my choices, I’ll support theirs and any direction we go together will be successful.  In this show, I can’t trust my scene partner to support my choices; they’re tied to their lines. They could be directly working against me.

Other improvisers who had done the show encouraged me to “just make a choice.” But “a choice” can be anything: a limp, a pirate accent, a yo-yo. My anxiety wasn’t calmed by the advice.

My calm came from realizing that I didn’t need to treat this any different than any other scene.  And to succeed in any scene all I had to do was Feel and React.

EmotionReaction

Two Sides of the Same Two Person Scene Coin

“More of this makes me feel more.”

 

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Invocation exercise

Mirroring/repeating language, details and rules heightens a group’s work while keeping it cohesive.

INVOCATION – Players stand in a half circle. On the count of three, a “god” appears before them that they will worship in three phases: First, they will describe it physically; “Oh, God, with your fowl beak.” Second, they will address its less tangible qualities; “Oh, God, who tastes like everything.” Third, they will ask it to do unto them; “Oh, God, henpeck my enemies.”
Lessons:
• Be clear about what “it” is – don’t be vague for artsy sake; the sooner everyone knows what “it” is the sooner everyone can dig deep into the details
• Unite behind an emotional perspective on “it” – “what we hate about Microsoft” will collaboratively heighten faster than “what we know about Microsoft”
• Simplify with mirrored language – switching between phases is clearest when there’s a defining cadence to phase one (“Oh, God”) and a new cadence to phase two (“Sweet, Jesus).
• Callback – What does a detail from phase one signify in phase two and can be used for in phase three?
• Establish rules of reaction – Y follows X: “…who is never afraid,” “You’re a chicken who’s not chicken;” “…who never stops going,” “You’re a chicken who’ll always win at chicken.”
• Establish Siloes – What can be the filter through which your contributions come? I’m the guy who: said, “Eyes as red as flames” so I’ll say, “Heart as black as coal.”
• There are no mistakes – seek to fold in everything; don’t drop things that seem out of place

Performers are Becki Heckman, Ian Johnson, Suzi Makarem, Robert Nickles and Jordan Walker Continue reading →

High Jobs Tag-out example

Here’s an example of a Tag-out from The Johnsons. Notice how they leverage the Help Desk dynamic, repeating/heightening the sequence of dialogue.

I’d’ve preferred they’d’ve never sat down, instead playing out being high on the job. It’s hard to keep a scene active while sitting down.  Chairs are a privilege, not a right.

The Johnsons are Scott Beckett, Shawn Hambright, John Hilowitz and Jonathan Nelson.

Editing Thematically – The Johnsons 1.16.16

The Johnsons have been working on building a more collective world in their long form performances.

One tool they’ve practiced is using their scene edits to establish and heighten an organic pattern progression.

And on January 16th, 2016 they did it on stage for the first time.  Watch.  Enjoy.

First time is random. Second time is purposeful. Third time is expected.
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Call & Response Hey Everybody group game

Hey Everybody game mechanics allow a group to build a focused direction out of disparate parts. They are so named because, though they have wider applications, they are useful to a player in navigating a scene initiated with a rush of players to the stage.

When Townsend Hart starts The Johnsons‘ group game with “Emergency meeting,” we get a rush of players to the stage.  Now, instead of quickly establishing a sequence in which every player gets to contribute in the scene’s early goings, this particular Hey Everybody game starts off in the call and response category of initiator as facilitator that I caution against – Townsend speaks, then Scott speaks, then Townsend again.  The danger here is that with the initiator interjecting between each other player’s comments, it can take a long time to get through players, which can seem stilted.  And an audience’s eyes start to drift to s/he who hasn’t contributed yet, which can both be distracting.

How do The Johnsons surmount this potential obstacle?  Watch.

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Ocean/Pool Contrasting Reality group game

Be careful changing a scene’s reality.

In improv we’re building something out of nothing. So if improvisers make a choice on stage they’re moving forward and to negate that choice threatens to stall that forward motion as they scramble to justify the contradiction. Not only do contradictory choices disrupt the scene for the improvisers, it erodes the audience’s willingness to engage in the scene – if the players aren’t seeing eye to eye, what hope does the audience have to understand what’s going on?

Admittedly, a contradictory choice can get a laugh – but if in the aftermath of that choice the scene is compromised you have to ask yourself whether that laugh was worth it?

Now, if you’re on stage and a scene’s reality is changed on you, here’s what you do: Don’t justify or explain away the contradiction; Embrace it. Commit to heightening both sides of the contradiction, allowing them to coexist. If we confidently accept both realities the audience can relax and buy in as well.

Check out this example –


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