Invocation exercise

Mirroring/repeating language, details and rules heightens a group’s work while keeping it cohesive.

INVOCATION – Players stand in a half circle. On the count of three, a “god” appears before them that they will worship in three phases: First, they will describe it physically; “Oh, God, with your fowl beak.” Second, they will address its less tangible qualities; “Oh, God, who tastes like everything.” Third, they will ask it to do unto them; “Oh, God, henpeck my enemies.”
Lessons:
• Be clear about what “it” is – don’t be vague for artsy sake; the sooner everyone knows what “it” is the sooner everyone can dig deep into the details
Unite behind an emotional perspective on “it” – “what we hate about Microsoft” will collaboratively heighten faster than “what we know about Microsoft”
Simplify with mirrored language – switching between phases is clearest when there’s a defining cadence to phase one (“Oh, God”) and a new cadence to phase two (“Sweet, Jesus).
Callback – What does a detail from phase one signify in phase two and can be used for in phase three?
Establish rules of reaction – Y follows X: “…who is never afraid,” “You’re a chicken who’s not chicken;” “…who never stops going,” “You’re a chicken who’ll always win at chicken.”
Establish Siloes – What can be the filter through which your contributions come? I’m the guy who: said, “Eyes as red as flames” so I’ll say, “Heart as black as coal.”
• There are no mistakes – seek to fold in everything; don’t drop things that seem out of place

Performers are Becki Heckman, Ian Johnson, Suzi Makarem, Robert Nickles and Jordan Walker Continue reading

High Jobs Tag-out example

Here’s an example of a Tag-out from The Johnsons. Notice how they leverage the Help Desk dynamic, repeating/heightening the sequence of dialogue.

I’d’ve preferred they’d’ve never sat down, instead playing out being high on the job. It’s hard to keep a scene active while sitting down.  Chairs are a privilege, not a right.

The Johnsons are Scott Beckett, Shawn Hambright, John Hilowitz and Jonathan Nelson.

Ocean/Pool Contrasting Reality group game

Be careful changing a scene’s reality.

In improv we’re building something out of nothing. So if improvisers make a choice on stage they’re moving forward and to negate that choice threatens to stall that forward motion as they scramble to justify the contradiction. Not only do contradictory choices disrupt the scene for the improvisers, it erodes the audience’s willingness to engage in the scene – if the players aren’t seeing eye to eye, what hope does the audience have to understand what’s going on?

Admittedly, a contradictory choice can get a laugh – but if in the aftermath of that choice the scene is compromised you have to ask yourself whether that laugh was worth it?

Now, if you’re on stage and a scene’s reality is changed on you, here’s what you do: Don’t justify or explain away the contradiction; Embrace it. Commit to heightening both sides of the contradiction, allowing them to coexist. If we confidently accept both realities the audience can relax and buy in as well.

Check out this example –


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10 Player Two Person Blackout

I adore this scene.

In just over a minute 10 players flood the scene.  They evolve by following and reacting.  Even though a central player emerges, there is no leader.

Listen to the audience’s reaction.  Yes, it comes at a great place in the pacing of a pattern-heavy show.  Yes, the final line is a reference to an emergent theme.

But what the audience loves is the confident collaborative creation of something out of nothing. It almost doesn’t matter what Hannah says, the audience is going to love that she made a strong emotional choice to define the swell around her. They’ve been rapt the entire time – never doubting that the group was building toward something because the group never appeared in doubt. The audience is having fun because the players are clearly having fun.

And then of course after Hannah drops her line the group has the good sense to edit the scene, rendering it a Blackout, which plays beautifully into the pacing of the larger show.

I adore this scene.

Players are: Gerard Antoine, Sarah Berday-Sacks, Kevin Clatterbuck, Michael Farmer, Patrick Gaskill, Zachary Mann, Hannah Rumsey, Geoff Stone, Vince Sunga, Carter Tait and Elliot Wegman
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Macaroni Lovers Anonymous Hey Everybody group game

Don’t solve problems in improv. If there’s a fire on stage we want to throw gas on it, not water.

A lot of group games start with problem statements. “We need to…” “Let’s figure out…” “Brainstorm time!” The problem with problems is that when we’re focused on working up a solution we too often deprioritize emotional in-the-moment reactions which in improv are always more powerful that clever dialogue.

Hey Everybody mechanics keep us focused on heightening patterns of emotional behavior, helping us to exacerbate problems instead of alleviating them. 

Want proof? Watch this.


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Helicopter Parent Hey Everybody group game

A solid Hey Everybody example. Watch it.  What do you notice?

1. Repetition is heightening. Laura didn’t need to do anything more than repeat “I’m a North Carolina State Mom” to get a laugh at the start of the second pass of the game.  In fact, the audience also laughs with a sense of relieved release – it has been made clear to them that the sequence they witnessed is being made into a pattern.  With the rigid repetition they know they’ve been here before and they’re along for the ride.
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