Post-Pandemic Pack – Worth The Wait?

“Pack” is Back, baby!

Nick Leveski (the “ck” to my “Pa”) and I had our first in-person show in over a year on July 23rd of 2021. We had a great crowd, eager to get out of the house and to laugh. We had a whole lot of fun.

But was it any good?

I run the classes program, to include writing the improv curriculum, at The Coalition Theater. Oh, and I have a website dedicated to dissecting Improv As Improv Does Best. Clearly I have thoughts about what constitutes “good” improv.

But while I believe in “my way,” it’s my way. In learning improv it’s important to have direction and goals and I believe my approach is useful to improvisers looking to learn. At the end of the day, though, to be worth a damn, an improviser needs to figure out their way of improvising.

The brilliantly funny, Rachel Marsh, told me post-show, “You all did all the things we’re told not to do – negating, transactions, teaching scenes – but damned if you didn’t make it all work.” Again, in learning improv it’s extremely useful to receive guidance that leads us toward choices that are fun for us and the audience and, conversely, away from choices that often lead to real slogs of scenes.

But of course, to really know what you’re doing you need to understand why certain choices are labeled improv “no-nos.” Then one plays within a world of possibilities, not limitations.

So…

What follows is a dissection of the five scenes that made up Pack’s 6/23/21 Show to answer the question: “Was this a ‘good’ show?”

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Zoom In On Help Desk

With its focus on characters interacting, Help Desk games are perhaps the rubric most conducive to Zoom.

As such, I found myself hewing much more closely to my typical Help Desk curriculum this class.

The biggest hurdle came in navigating Pivots and Split Screens. Appearing on a Zoom screen it’s certainly not easy to “tag out” another player. But as you’ll see, the class had fun figuring that out.

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SWOT #7 – Agreement to What IS

Agreement is a cornerstone of improvisation. We’re on stage creating something out of nothing. If I create one thing out of the ether then we have something. We want to build that something up and out; we don’t debate the validity of something made up.  Inquisition, opposition, negotiation and transaction are counterproductive on stage to our doing what the audience came to see: Improvisers exploring an invented reality.

Agrement to What IS

If this Weakness is identified, the following posts may prove helpful in coaching to the Opportunity:
* Collaboration
* Heightening Emotional Agreement
* Yes, Yes I Am
* Kick The Duck Red, Rover

Help Desk Game exercise

Help Desk Games:  A pattern can be based around a series of interactions.  This game rubric can be especially helpful in making scenes that had been bogged down in transaction, negotiation and/or conflict look good.

Suggested Exercises:

HELP DESK – Have a player assume a character and introduce a place of business; “The Help Desk is open for business.”  A second player comes in and interacts.  Players on the wings pay attention to language, reactions and the scene’s progression.  A third player will enter the scene (replacing the second player) to heighten the interaction – repeating some parts exactly and heightening other details/reactions.  A fourth player will participate in a third interaction – keeping the same the things that stayed the same and heightening the things that heightened.

Lessons:

  • Start at the beginning; remember the end – once we know we’re heightening the interaction, we can want to start subsequent interactions on the funniest part of the first interaction.  But starting at the beginning (heightening or repeating the first line of the initiating interaction) will build power heading into the funniest part.  And while over-excited improvisers will often cut off the end of interactions as they rush to start the next, remember that repeating/heightening the final line of an interaction will set up the progression’s edit.
  • Don’t rush the pacing – Lines that came out naturally the first time can be hurried once they’re known. The cadence of the dialogue is part of the pattern. Stick the dialogue’s natural rhythm – it’s part of the pattern and you’ll be rewarded in laughs if you try to match your fellow players’ delivery as well as their words.
  • Don’t skimp on the emotion – Player Two might have been simply overwhelmed during the Offer dialogue, but Player Three and Four heighten the emotion of being overwhelmed characters. Emotions connect players and audience, and heightened emotions will ensure an earned edit even should all else fail.
  • Don’t ignore what you perceive as “bad” moves – you can make anything look good through repetition. By employing the mechanics of a Help Desk game, you can make a boring scene exciting, you can make an unfunny move hilarious, you can make an uninspired character the star of the show.

Variations:

  • For more than terrible scenesin heightening/repeating any interaction, utilize the Help Desk pattern mechanics.  Have players do any two person scene and have a third person initiate a Help Desk Set move.
  • Heightening Context a married couple complains about their house; a couple of mice complain about their hole; a couple parasites complain about their host.  These juxtaposed vignettes can leverage Help Desk mechanics and make for an interesting stage picture.
  • Tag Outs if we approach our Tag Outs with the same patience and concentration to patterns as our Help Desks our Tag Outs can be more robust.