Super Satisfying Simple Patterns

Sunday November 10th filled me with pride. My 301 Patterns & Games class performed their showcase. And it was great.

Their energy was high. Their support, unwavering. And their commitment to building collaborative patterns using the rubrics’ guidance led to hilarious moments.

Those rubrics? The One Person Scene. To The Ether games. Help Desk games. Hey Everybody games. They’re narrowly focused on different ways for a group to build a pattern together. A group doesn’t need to be narrowly focused on them to be successful; as I hope this site makes abundantly clear, a “good” game is whatever a group builds together.

But, uh, oh man, when a group keeps it simple with a quick, clear progression, it’s easier to keep the mechanics tight and more likely the game will heighten to a satisfying punch.

Just watch. Continue reading

#ToTheEtherTuesday 6.4.19

I started my Twitter account to drive folks to my site. David Pijor told me what I needed to do on Twitter was get “conversation going.” So #ToTheEtherTuesday and #WordAssociationWednesday were born as conversation starters.

And I like them as improv pattern practice.

Obviously they rely on more on text than emotion and are near-devoid of physicality. And obviously contributors have time to craft their response, as opposed to having to follow in-the-moment in improv.

But – learn rigidly to play loosely! Text-concentrated patterns can get heady; through Twitter we can focus on our head so as to make it a better partner to heart and body when on stage. The extra time for thoughtfulness when playing Twitter games hones in-the-moment thoughtful reactions. Continue reading

To The Ether Example – Johnsons’ Giraffe

In this clip, The Johnsons of The Coalition Theater in Richmond, VA use a To The Ether game as their Opening.  This one’s short and sweet.  Following his fellow players after the suggestion of “Giraffe,” the third player references “toes” in his Cement move, following the giraffe down its body.  The fourth move doesn’t follow that progression but follows the language while heightening emotion and physicality.  And it’s thankfully funny enough to earn an edit so nothing has to follow it.

1.3 – Game Mechanics

OFFER, SET, CEMENT: THAT’S GAME!

Some definitions:

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

A rocketship, A thumb and An aardvark. That’s a fine pattern. A rocketship, A thumb and An aardvark. A rocketship, A thumb and An aardvark. A rocketship, A thumb and An aardvark. A rocketship, A thumb and An aardvark. Repetition makes the sequence purposeful. And repetition alone is heightening – imagine a room filled with “A rocketship, A thumb and An aardvark” wallpaper.

But in aspiring to elevate 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.

Continue reading

1.7 – Hey Everybody Games

HEY EVERYBODY!

How do you focus a Ten Person game?

Step right up. Step right up.
I want to ride the roller coaster.
You’re too short to ride this ride.
See the two-headed boy for two dollars.
I’m afraid of clowns.
I ate too much cotton candy.
Where can I buy beer?
I’m on mushrooms.
Don’t miss Smash Mouth at the amphitheater.
Hey, baby, want me to win that whale for you?
I’m pregnant.

We have ten different perspectives. We didn’t build with collective agreement to focus ten players into a One, Two or Three Person scene.

We have ten different perspectives on ten different things. While we’ve expanded the environment of a carnival, we Continue reading