Situational Stakes exercises

Situational Stakes:   Our “What” is emotional reactions to active elements.  Commitment and repetition are the only “why” we need.  But “Because” can elevate the emotional stakes of a scene with context.  

“Stakes” come in many forms – and we want to apply emotion to all of them.  These exercises focus on endowing premises and “wacky circumstances” with emotion.

Situational Effects – The impact that success or failure of a particular circumstance’s efforts portend to have on players’/a player’s feelings.  “We have five minutes to defuse this bomb or we’re dead.”/ “I don’t want to die.”

SITUATIONAL Suggested Exercises:

MISSION IMPOSSIBLE – Players initiate two person scenes with the wildest, crazy-detailed quests/needs that they can imagine.  “It is left to us janitors to slay the dragon.”  “Build me a robot that makes robots and runs on souls.”  They seek solutions.  They pursue options.
Lessons:
• Try, don’t discuss – “I don’t know if this will work.”  Shut up.  Try it.
• All that matters is that you feel – care about what you’re doing.  Experience successes and failures emotionally.  The Matrix was totally predicated on the intricacies of plot (and special effects) and when plot failed, there was no emotion (too cool) to carry it.  Because “The Flux-Capacitor” was the only sense Back To The Future needed; it had Marty and Doc.
• Confidently engage environment – explore your wild premise beyond words.  More often, the stranger the world, the more we hang back from making physical choices (I’m “a pilot” but I don’t know how to fly a plane so I’m scared to engage the cockpit’s control”).  Do whatever confidently and deliberately (How do you build a mainframe? “Like this.  Ugh. Umph. Twist.  Torque.  Here.”)
• Get Satisfaction – We often unnecessarily fear achieving our wants to avoid dealing with what lies on the other side.  When that fear has power over the scene it stagnates.  What happens when you give the guy who wants a robot a robot?  What if you left when someone demands that you “get out of here”?  What if you can suddenly do the thing you couldn’t do?  Especially if we have emotionally committed characters, we can feel comfortable exploring the other side of our obstacles.
Variations:
•  Lead and/or break into exercise with a few environment warm-ups – “What are you doing?”, “Mighty Isis,” “Build a room,” “Environment/Dialogue Sequences,” etc.

Behavioral Stakes exercises

Behavioral Stakes:   Our “What” is emotional reactions to active elements.  Commitment and repetition are the only “why” we need.  But “Because” can elevate the emotional stakes of a scene with context. 

“You always sleep the day away.”

“Stakes” come in many forms – and we want to apply emotion to all of them.  These exercises focus on elevating characters by allowing choices to affect who they are as people.

Defining Behaviors – while a player who is doing something for the first time is dealing with Situational Effects, a player who is doing something for the hundredth time is defining herself as a person, and a player who is doing something for the first time after having done something else a hundred times is being affected.  The audience loves knowing our characters; it allows them to react with us in-the-moment.  We can build stakes by heightening patterns of emotional behavior.

BEHAVIOR Suggested Exercises:

(BUT) YOU ALWAYS/NEVER – Player One initiates to Player Two with a statement starting with one of the following variations:
• You Always…smile
• You Never…pick up your trash
• But You Always…read my mind
• But You Never…eat fast food
Player Two accepts the reality of the endowment.  Player Two should feel about the endowment (Not being able to smile makes me sad).  Player Two should heighten the endowment by elevating/expanding the details (“I feel like Prometheus stealing Doritos Tacos from the gods!”).
Lessons:
• You’re that guy; how does it feel? – Don’t just be Comic Boy Guy; love all things comics; despise books without pictures.
• Actively experience – Don’t just talk about what you’ve done or what you will do; engage the active elements of the present moment.

YOU ALSO / I ALSO – Every line of dialogue must start with either “You also…” or “I also…”.  Heighten the details through an emotional perspective.  Accept the endowments, engaging physically and in the present.
“You Also have booger hanging.”  “You Also have no tact.”  “I Also am disgusted by you.”  “I Also have bad gas.”
“I Also paint amazingly.”  “You Also live in a mansion.”  “I Also make computer chips without practical purposes.”  “I Also want to sell crap for millions.”
Lessons:
• Start in the middle – Making assumptions jump starts our scenes.  Choosing to react emotionally to and with those assumptions turbo charges our scenes.
• Actively experience – Don’t just talk about what you’ve done or what you will do; engage the active elements of the present moment.
• Can’t argue with these endowments

Warm-Up Exercises

Here’s a collection of the Warm-Up Exercises on this site:

General/Fun:

Group Mind:

Character & Emotion:

Environment/Mime:

Concentration:

Patterns:

Group Mind exercises

Group Mind: Having Group Mind is about immediate, enthusiastic acceptance. You need to show your fellow players that you respect and love their ideas, and trust that you can make a bold move and have your group respect and love it. “I trust you – I’m going to follow your ideas whatever they are, wherever they go, and I’m going to launch into my ideas and trust that you’ll follow me.” It is, however, not up to the group to earn this trust. You must surrender to the group. Give it your trust. Only then will the group get anywhere.

Suggested Exercises:

I AM SUPERMAN – Everyone stands in a circle. One at a time, each player will enter the circle, say “I am [NAME] and for the next 30 seconds, I am Superman” at which point the teacher will start a timer and the player does whatever they want until the time is up at which point everyone claps and the next player takes the circle. Players around the circle are NOT to interact with the player in the center. The player in the center should be encouraged to do something they’ve been told they need to do more of on stage. Do mime. Be emotional. Stand still. Doesn’t matter.
Lessons:
• Surrender to your group – let go of ego, let your team know that you’re ready and willing to commit to being awkward in front of them.
You don’t need anyone – you can be on stage alone for 30 seconds or for five minutes. Commit to yourself. Don’t rely on meeting your scene partner center stage before the scene starts. You can be alone.
It sucks to be alone – don’t let your fellow players suffer on stage alone. Get out there and support each other.

MIRRORING INTO BUZBY BURKLEY – everyone must commit to following and looking idiotic together. Get them to let go, trust each other and the teacher. Start everyone in paired lines, facing off as if looking into a mirror at one another. Have them start mirroring each other – head to toe, leading by following, heightening subconscious contributions, etc. – and have them keep going as you give more instructions.
Progression:
• Start with mirrored pairs
• Allow people to move closer and farther apart
• Allow people to move left and right, overlapping other mirrored pairs
• Allow people to switch the player they’re mirroring, making and breaking different groups
• Build to everyone moving around the room, switching mirroring, coming together, breaking apart – committing to following the crazy
Lessons:
• If everyone is “doing it” then no one looks dumb “doing it” – but the moment it becomes apparent that someone in the group is not committed then the audience doubts the entire endeavor.
When you are “playing” others want to play with you – if you’re having fun and committing the audience will follow you no matter how silly you look
That is the weirdest thing I’ll ever have you do – thank them for just doing what you asked them to without judgment; encourage them to remain that trusting throughout class

Self Contained Emotional Statement exercises

Self Contained Emotional Statements: Emotion should be the base of all the improv we do. A “Self Contained Emotional Statement” establishes a stable starting point without dictating a direction and therefore is the initiation most conducive to patterns’ possibilities.

Suggested Exercises:

SCES CIRCLE I – Around a circle, everyone makes a Self Contained Emotional Statement. It can be as simple as “I love it here,” “I hate the arts,” or “I’m uncomfortable.”
Lessons:
It’s a statement. Not a question shifting the responsibility of providing information to your partner. There’s a period. It’s definitive.
It’s an emotional statement. Emotional reaction is one of our three key tools; let’s get to it. You need to feel and, for the reaction, you need to give that feeling a direction. Give X the power to make you feel Y.
Being self-contained, the statement places you on solid ground without dictating the scene to your partners. Mick Napier urges us each to “take care of yourself” without confining the scene. Allow your partner the choice of whether to mirror you in some fashion or to take on something entirely their own. Being self-contained is increasingly an imperative the larger a group you have on stage.

 

SCES CIRCLE II – In a circle, one person leads with a Self Contained Emotional Statement. Then progressively each person to the right heightens the perspective by agreeing with it – essentially with a “Yes, and.” “I love the beach.” “Yeah, I love the white sand.” “Yeah, I love getting my tan on.” Etc. The initiator gets the final addition. And then the person to their right starts a new SCES.
Lessons:
• Repeating Agreement is funny – what’s better than one person who believes something strange? Two people who feel that same way.
Agreement fosters collaborative building – many people united behind one emotional perspective will be able to heighten creative details to apexes beyond the reach of any single person.

One Person Scenes exercises

One Person Scenes: We simplify by minimizing the number of perspectives on stage through agreement. We build collaboratively through enthusiastic acceptance. Emotional reaction is most important piece of content.

Performers are: Steve Curtis, Noel Elias, Nolan Graveley, Andy Lett-Durant, Blake Mirzayan and Emma Trachman

ONE PERSON SCENES – Groups of 5 or 6, line up along an assembly line conveyor belt. Have them mime something coming down the line. When you say, “Go,” someone will voice a SCES which everyone else will agree with and heighten through repetition. Their miming is just an activity for their hands; it is NOT what the scene is about.
Lessons:
• The clearer the emotional perspective the better – if you don’t think it’s clear, clarify it by heightening the emotion
Like 21, don’t rush to speak – You have something to do with your hands. You also have an emotional perspective to fill your face with.
Agreeing to the emotion is more important than heightening the details with words – remember an enthusiastic “yeah” will always be funnier than a rambling monologue
There are no questions in agreement
• Share the air space – Put periods at the end of your sentences.
Agree despite “sense” – If someone has a tumor, each person can have a tumor. If someone’s pregnant, each person can be pregnant.
Variations:
• If an emotional perspective is heightened to its apex, the group can follow another emotional perspective, but push them to explore the heights before changing.
• Feel free to break them away from the conveyor belt to a new environment, but beware this will cause them to talk about what they’re doing and/or drop physicality – You can use the resultant chaos as a transition…
Or… you can transition with, “Bored of the conveyor belt? Let’s work on building your own stage pictures with agreement.”

Performers are: Steve Curtis, Noel Elias, Nolan Graveley, Andy Lett-Durant, Blake Mirzayan and Emma Trachman

Focusing Stage Picture exercises

Focusing Stage Picture: Staging an environment in a group game breeds potential complications as players abandon pattern for roles and over-prioritize explaining who they are and what they’re doing. But attention to the elements of stage picture can help focus a group scene and facilitate quick collaborative heightening.

Suggested Exercises:

STAGE PICTURE TABLEAUS – One by one, players enter stage, fleshing out a picture with static poses and/or repetitive motion. Teacher gives a suggestion of a location, for example, “Apple Orchard,” “Beach,” “Race Track.”
Progression/Lessons:
• Players tend to want to fill in all the possible roles in a location. An orchard has pickers, trees, baskets, landscapers, squirrels.
• Ask “Where’s the focus?” They won’t know.
Build deliberately with agreement – There’s no reason we can’t all be trees. A scene about five trees and one squirrel will be easier to find and heighten faster than a scene where six separate entities struggle for reason to exist.
Seek symmetries; empower asymmetries
• Ask “Is this a One Person, Two Person, or Three Person Scene?”
• Ask “Who should talk first?”
• Have them point out the groups, defining focus. Point out Upstage/Downstage distinctions for focus. Point out who can see who, and so who has to take their cues from who
Variations:
• Push them to define more and more abstract environments; i.e., NASA, Hell.
• Speed loading – have everyone crowd the space quickly upon hearing the suggestion, making bold choices and seeking symmetries faster.

 

ONE, TWO, THREE PERSON SCENES – Player build tableaus and then get to talk. Remember, Self Contained Emotional Statements. To start, players should align their emotional perspectives with the other players they are physically mirroring/complimenting.
Lessons:
• Simplify and find focus through agreement in stage picture and emotional perspectives
• There’s no reason we can’t always do One Person Scenes – even if our physicality is different
When you do have groups, don’t fall to negotiations, arguments or other lines of questioning – exploring juxtaposed emotional perspectives is all the scene we need
Variations:
• Have everyone pick someone to agree with before the suggestion is given – players can mirror/compliment one player’s physicality and another player’s emotional perspective; it can be fun to surrender to being forced into aligning with a perspective despite “sense”

Pattern Into Game exercises

Understanding the atomic structure of patterns can help a group collaboratively build complex and evolving molecules. Devotion to pattern analysis will foster Pavlovian pattern recognition.

Pattern – a sequence that can be repeated / a structure that can be reused

Game – a sequence of actions, related by rules of cause-and-effect, that heightens with repetition

Elevating pattern work into game play, we focus on two aspects. One, we want a relationship between the nodes of the sequence. And, two, we want a progression of subsequent relationships that heightens the sequence in a concentrated direction.

Patterns that facilitate game play can be defined by three “moves.” A “move” is defined as “a single node of a pattern.” The “move” needn’t be “one line” or “one player’s contribution,” and the “moves” of any given pattern may be redefined in retrospect as new contributions are added. Through analysis and practice, a player learns to recognize and define the distinct moves that define a pattern.

Evolution of the pattern –
• 1st move = Offer (anything is an offer)
• 2nd move = Sets the pattern (of the myriad directions available after the offer the set move begins to define a single trajectory)
• 3rd move = Cements the pattern (clarifies the pattern in a direction that can be repeated and heightened.
E.g. Orange (1); Apple (2); Kiwi (3)
E.g. Orange, Peel (1); Melon, Rind (2); Apple, Skin (3)

Suggested Exercises:

WORD ASSOCIATION – Have Player One say any word. Have Player Two say a word inspired by Player One’s word. Have Player Three say a word that, in relating to the 2nd word, heightens the relationship between the first two words.

TO THE ETHER GAMES – Have Player One take stage and make a Self Contained Emotional Statement. Have Player Two come out and change one thing about Player One’s SCES. Have Player Three give a SCES that, in relating to the 2nd SCES, heightens the progression between the first two SCESs.

Lessons (for Word Association and/or To The Ether):
• The Offer is anything. The Set move seeks to establish a relationship with the Offer move. The Cement move seeks to heighten the relationship between the Set and Offer moves through its own relationship with the Set move. The progression of Offer, Set and Cement moves define the rules to the relationship between nodes in the sequence.
Trust simplicity – stick the same language; don’t allow personally-clever A-to-E connections ground the group in confusion
Serve the groupyou don’t have to be funny for the group to be hilarious; be willing to set the pattern for another to spike; the 2nd move will never be as funny as the 1st or 3rd but it is necessary to facilitate the big payoff.
The sooner a pattern is cemented, the sooner everyone can play – when players feel compelled to continue a pattern you know it has been established with a clear progression.