2.2 – More “Two Person Scene” Practical

How do we build our two person scenes after the initiating sequences? Practice.

Let’s review the components of strong two person scene initiations:

1. From the moment you enter the stage, actively engage either your environment or your scene partner with an emotional perspective dialed up to 11.

That is all.

With that, or those, emotional perspective(s) established, we seek to build sustainable scenes through heightening the pattern of the games at play and establishing and heightening the pattern between the games at play.

Ready? Continue reading

3D.2 – Subsequent Beats

Pop quiz, hotshot. What do you take as inspiration in initiating subsequent beats of a scene during a long-form show?
A. This makes me think of that
B. If this then what
C. If first beat is “a day in the life,” then second beat is “the day when X happens”
D. If a character was at work, show her at home. If a character was at home, show him at work.
E. If that makes him feel that emotion, this should make him feel this emotion.
F. If that makes her feel that emotion, more of that should make her feel more of that emotion.
G. A place/event/time was mentioned – let’s go there.
H. That same character dynamic would be funny mapped over these new characters
I. That same theme would be heightened through this context
J. The theme of this whole piece would be sharpened if I callback that scene with this focus

The answer, if you know your 3D.1, is, of course, serve the show. And we serve the scenes of our show, and the show of our scenes, by heightening the emotionally derived games at play. Continue reading

Cafe Scenes channeling self exercises

Without scripts, improvisers are dependent on what’s in their head – details from their lives and their personal ability to access emotion in-the-moment.  The audience loves seeing us on tom-waits-ccstage.  Let the audience see you to give them the ability to connect with you and ultimately root for you.

CAFÉ SCENES – Two players sit in chairs facing each other. They are to have a conversation as their authentic selves, trying not to worry about people watching them. Continue reading

Emotional Character Development exercise

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.

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 intimating – all you need to start is one choice

Sounds & Atmosphere exercises

Beyond Objects: Environment is about more than objects. What sounds fill the space? Ambient noises? Loud music? A series of unexpected explosions?

What about the atmosphere? Is it hot? Raining? Low gravity?

Suggested Exercises:

SOUNDSCAPE – Sit players in a circle, give them a location and have them build out the noises of that location. It’s basically one vignette in a Bat opening. Emphasize fleshing out the space. Remind them to share the air.
Variation:
• Let them create an environment without a suggestion, building on their contributed sounds
Lessons:
Experience the cacophony – push them to explore all the different types of sound: words, mechanics, organics, ambiance, etc.

 

BIOSPHERE (a tweak of SPACE JUMP) – A short form game focused on exploring Atmosphere.  One player enters stage, miming their reaction to an atmosphere (temp, precipitation, pressure, etc.) – ex: shivering and saying, “It’s so cold in the arctic zone.”  A second player enters and changes which room of the Biosphere the two players are in – ex: trying to cover her head while saying, “Stupid rain forest area.”  Player One must immediately accept Player Two’s new reality.  A third player enters and establishes a brand new atmosphere for all three players to accept and react to.  Repeat with a fourth and fifth player.  Then have the fifth player leave stage to return the remaining players to the fourth atmosphere/environment.  Then the fourth player leaves, returning the scene to the third atmosphere.  Repeat until the initial player is back in the initial atmosphere/environment.

Lessons:

  • Atmosphere is the least utilized active element in improv – Do yourself the favor of engaging in it.
  • Explore the options – push them to explore all the different types of atmosphere: temp, precipitation, pressure, dust, fog, etc.
  • Feel it, just don’t speak to it – feel the drops of rain, become crippled by the cold, sweat in the heat, etc.
  • Silence is fun – Whether as Player One engaging environment in the first scene or Player Four joining the chorus, put more focus on embodying your reactions than explaining them.
  • Again, enthusiastic acceptance of another player’s contribution is improv’s superpower. Immediately accept whatever world you’re brought to and the audience will love you for it.
  • More people on stage necessitates more agreement – You can’t have four or more people on stage all with different perspectives/characters; it just gets too messy. Encourage players to agree to each other’s perspectives and mirror each other’s physicality to minimize the amount of “stuff” on stage and to focus the scene.
  • MORE PHYSICAL THE BETTER – players having to justify their physical position/pose moving through and back through the scenes is part of the fun.
    • In the sequence’s assent, it’s fun to transpose players’ physical positions into new worlds. Ex: Shielding your eyes in the Desert Zone becomes waving away mosquitoes in the Jungle Zone.
    • In transitioning back through the Sequence, a scene that had fallen into the doldrums is sparked back up when players leap to their previous stage positions in the Volcano Zone.
    • In the sequence’s assent, a scene of characters running around in eruption-fearing panic in the Volcano Zone transitioned into a scene of characters prancing around trying to catch Unicorn Butterflies in the Magical Zone. In transitioning back through the sequence, characters closely studying Unicorn Butterflies trapped in their fists become characters hunched over a lave-spewing volcano as if surrounding a trashcan fire, blowing in their cupped hands for the warmth (“I thought it would be hotter.”)

 

Being Affected exercise

Being Affected: There’s power in being vulnerable enough to accept another player’s perspective.

Suggested Exercises:

HITCHHIKER – One player starts, driving a bus, expressing an emotional perspective (“I love the South”). A second player enters the scene, boarding the bus with a contrasting emotional perspective to the driver (“The South scares me”). Gradually the driver accepts and embraces the hitchhiker’s perspective, and the two come into agreement. a third player enters as a new hitchhiker, boarding the bus with a new contrasting emotional perspective (“I think Mississippi’s beautiful”). The driver and the first hitchhiker gradually accept and embrace this new perspective. Repeat with another hitchhiker.
Variations:
• Let the driver leave and have the car rotate around as more hitchhikers are added

Losing exercise

Losing: The best tool in avoiding conflict? Losing. Losing is such a powerful skill. One, it allows players to disengage from talking-head arguments. Two, the losing player wins in the audience’s eyes – don’t ever underestimate the endearing quality of a player who is willing to be affected

Bite your tongue. Swallow your pride. Engage in an unrelated shiny active element on stage. Be the dynamic character and the scene’s about you. Your scene partner will hurry to be affected also because the audience reacted so favorably to you. Or, your scene partner will support your dynamism by feeding you fuel to heighten your dueling emotions.

Suggested Exercises:

TURN THE OTHER CHEEK – Prepare contrasting pairs of scenic desires (“Love me”/ “Leave me”; “We have to stop rocking”/ “Never stop a’rockin’”; “I need you to understand my truth”/ “I’ll never believe your lies”). Instruct players to initiate fully believing in their given desire. Build tension, sure. But the first player to acquiesce wins. And the exercise’s focus is understanding how “losing” affects the scene.
Lessons:
Giving in ≠ Giving up – If you acquiesce, that doesn’t mean you’ve given up on your desire. You can return to it. And you can acquiesce again. The dueling emotional reactions is what makes you a dynamic character.
More than one character can be dynamic – “Love me”/ “Leave me”/ “Okay, I’m leaving”/ “Stay.” That’s fun.

PDF of “contrasting pairs of scenic desires” to print and cut out for exercise.

Attraction Over Argument exercise

Attract, Don’t Fight: Will your scene partner not agree to your awesome idea? Don’t fight him on it. Show him why what you want is superior. This not only disengages argument but it also engages active scene elements.

You want your older brother to build a sandcastle with you. He doesn’t want to. Have so much fun building a sand castle on your own that he has to come engage with what you want.

You want your life partner to come to home. She doesn’t want to. That’s okay. You’re having so much fun at home that you don’t need her. She’ll come home.

Suggested Exercises:

ATTRACT, DON’T FIGHT – Prepare contrasting pairs of personal desires (“I want quiet”/ “I want to blast this song”; “Wake up”/ “Let me sleep”; “Being healthy is awesome”/ “Cigarettes make me cool”). Instruct players to initiate fully believing in their given desire. Build tension, sure. But the first player to disengage the argument by engaging what they want by themselves with positive emotion wins. And the exercise’s focus is understanding how “attracting” with emotional engagement into active scene elements progresses the scene more successfully than argument and/or negotiation.
Lessons:
Positives progress; Negatives stagnant – Remember that agreement fosters collaborative building. If your fellow player doesn’t want to play your game, that’s fine; have fun without him. The fun will move the scene forward. Disagreeing roots the scene in static emotion. Dynamic characters breed dynamic scenes.
More than one character can be dynamic – “Build a sand castle with me”/ “Let me read my book”/ “Okay, I’ll have fun building a sand castle alone”/ “Great. I’ll enjoy engaging this book solo”/ “Let me read a line” / “Let me build a spire”/ “Come back and build with me”/ “How could you leave this book? It’s awesome.” That’s fun.