Game Library: “Epistolaries”

Two characters created by the players from two different teams exchange letters in this narrative all-play.

The Basics

Team members stand shoulder to shoulder (or similar) to embody two letter writers, one on either side of the stage. A relationship or reason to correspond is obtained, and the host assigns each “character” a style of communicating – generally one team collaborates by constructing their sentences “one,” “word,” “at,” “a,” “time,” Double Speak style, while the opposing team must sound out their response simultaneously in One Voice. The lighting improviser or host shifts focus from one author to the other to enable a series of letters and responses.

Example

The lights rise first on Players A and B who have been assigned to write in one voice as a long-distance lover.

Player A/B: (sounding out each word together) “Dear Ani, it has been too long since I have held you in my empty arms…”

Several sentences later, the first author signs their letter, and the lights move to Players C and D, who must use word at a time” technique...

Player C: “Dear…”

Player D: “Vern…,”

Player C: “it…”

Player D: “gave…”

Player C: “me…”

Player D: “great…”

Player C: “joy…”

Soon, the lights shift again…

The Focus

Pursue fearless and detailed narratives. I’ve most often played this game in a two-on-two configuration, which tends to allow attack and a decent tempo, especially when the paired players know each other well. Using larger teams of authors unquestionably increases the level of challenge.

Traps and Tips

1.) Err on the side of brevity. There’s a lot of latent fun awaiting in the letter exchanges, so be careful not to luxuriate too long in any one correspondence. While the host or lighting technician will likely call the shifts, these should typically come after resolute buttons from the team (often the farewell or postscript). There’s something innately pleasing about each writer getting three letters apiece (though this is by no means mandatory). If you pace each writing moment with this target in mind, however, it will tend to encourage helpful conciseness. 

2.) Err on the side of speediness. Both communicative techniques are rife with playful challenges but avoid overly careful or laborious sentence construction. Often, the most out-of-the-box discoveries and choices emerge from the improvisers’ efforts to fruitfully combine disparate ideas and words. Embrace and justify “mistakes” rather than dwelling on them or allowing such moments to sap your steam.

3.) Err on the side of collaboration. A common trap in these types of language- restriction games is for players to seek ways to “solve” the innate challenge. It can prove tempting, in the One Voice position in particular, for one player to (well intentionally) bulldoze a little in order to keep the narrative moving. (Or, alternatively, for one player to assume a passenger stance and cede all the decision making to another in the name of expediency.) Make sure no one player dominates the lead, remembering that a little messiness and struggle adds to the overall entertainment.

4.) Err on the side of physicality. This game can tend to become a stand and deliver scene, and, frankly, this will still usually appeal to an audience. Adding committed physicality, however, allows for more fully fleshed out characters and stories. On the simplest level, I like one improviser to provide the “writing hand,” and there can be other potentials for fun when it comes to folding or sending away each missive. Consider other factors as well, such as your character’s gait, mannerisms, and surroundings, as these facets of the game shouldn’t be overlooked or underestimated. And just because the scene begins with the two characters writing to each other from afar doesn’t necessitate that this is how the scene should end as well…

In Performance

Visit the two related games linked above in the basic definition for more boiler plate advice on the requisite narrative techniques (such as being sure to write and speak from a first-person singular perspective). This game is often played in Sak Comedy Lab’s King of the Hill when the host is tight on time for a full round of games and so wants to feature both competing teams together (or just to shake up the rhythm and look of the show).

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
Photo Credit: James Berkley
© 2024 David Charles/ImprovDr

Game Library Expansion Pack I

Published by improvdr

A professional improvisational practitioner with over thirty years experience devising, directing, performing, teaching and consulting on the craft of spontaneous (and scripted) theatre and performance.

Leave a comment