Tertiary Moves class

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

Space Jump – a warm-up for memory and transformations

One Person Scene. Two Person Scene. Three Person Scene. Four Person Scene. Five Person Scene. Six Person Scene. Five Person Scene. Four Person Scene. Three Person Scene. Two Person Scene. One Person Scene.

Or…

One Person Scene. One Person Scene. One Person Scene. One Person Scene. One Person Scene. One Person Scene. One Person Scene. One Person Scene. One Person Scene. One Person Scene. One Person Scene.

Or…

One Person Scene. Two Person Scene. Two Person Scene. One Person Scene. Two Person Scene. One Person Scene. Two Person Scene. One Person Scene. Two Person Scene. Two Person Scene. One Person Scene.

Space Jump is a crowd pleasing short-form improv game and a great tool for learning memory, focus, pacing and transformation edits

Performers are: David Adams, Guy Chapman, Patrice Deveaux, Micah Head, Alan Hopkinson, Nick Lawton, Megan Lemay, Jillian MacDougall, Tim Magier, Curtis Nunnally Continue reading

New Choice – a pattern pacing warm-up

The rhythm with which a game’s mechanic is played helps pace the scene and build it toward an edit.

The relationship between “When this happens” “this happens” is useful not only to focus improvisers’ choices but it also connects with the audience. In Short Form, where the mechanics of the “game” are told to the audience before the scene starts, the audience starts reacting to the “cause” and the expectation of the effect instead of just to the effect itself.

Short form improv games help us practice our patterns and pacing for long-form improv’s more organic games. Looking for a warm-up to practice pattern pacing?  Try New Choice!

Performers are: David Adams, Guy Chapman, Patrice Deveaux, Micah Head, Alan Hopkinson, Nick Lawton, Megan Lemay, Jillian MacDougall, Tim Magier, Curtis Nunnally Continue reading

2.0 – “Two Person Scene” Theory

When we whine that we don’t want to do group game work anymore, we ask, “Can we just do some two person scenes?” We want to breathe. And we equate two person scene with time to breathe up top.” There’re just two of us; there’s less impetus to force our voice into the scene. We’re free to discover the scene without fear of hijack.

We can walk up to center stage to face our partners, careful not to make any sudden moves, meet them eye to eye – chests turned out slightly to the audience – and in our round, enunciated theater voices negotiate the reality of the scene. “Well, if I am your lawyer then I need to know why you’re in the pokey in the firsty place.”

What happened to the Self Contained Emotional Statement? Where’d your patterns go? “But…uh…we’re doing two person scenes now.”

There are many approaches to two-person scenework. I prefer to do two-person improv as improv does best. 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