This game provides a quick hit as players must create a minute-long scene based upon two lines (or texts) obtained from the audience.
The Basics
Players elicit two disconnected lines, phrases, or texts from the audience and use these as the spoken bookends for a scene.
Example
The audience provides “You won’t believe who I just ran into” and “Just another endless day of work,” as the inspiration. Two players begin the scene huddled by a work photocopier as the lights rise. A third player, C, runs into the workroom.
Player C: “You won’t believe who I just ran into!”
Player A: (looks up from the photocopier) “Please tell me our boss isn’t wearing a disguise again to spy on us…”
Player C: “You guessed it – this time she’s posing as a photocopier technician. Shall we have a little fun at her expense…?”
Player B: (with great excitement) “Please!”
Approximately 40 seconds later, the undercover boss, Player D, has their hand stuck in the photocopier and is on the phone to the district manager…
Player D: “Nothing unusual to report here… Just another endless day of work.”
Blackout.
The Focus
This is a justification game at heart as players work to make two disparate lines connect and make sense. In case it doesn’t go without saying, the more context and rationale for the unrelated second line you can offer, the more fulfilling the ending will feel.
Traps and Tips
1.) Say the first line. While there can (should) be stage action prior to the first line – that establishes the setting and CROW elements perhaps – be cautious that no dialogue precedes the phrase obtained from the audience. This happens with surprising frequency as players find inspiration from the innate offers contained in the audience’s offer and then launch joyfully into the scene while forgetting this basic contract. If you’re not accustomed to an “I’ll start” mentality, it is particularly helpful in a short game such as this so that there’s no confusion in the critical opening moments.
2.) Walk, don’t run. Enjoy the scene and make sure you’re fully utilizing the offers of your teammates and following where they might go. As everyone knows (and hopefully remembers) the ending line, it can be tempting to just sprint to that idea without really mining the riches that are organically emerging. As I note with the related format Famous Last Words (see here) you also want to avoid inelegantly dragging elements you deem necessary for the final moment prematurely into the action or any coherent story will quickly evaporate.
3.) Run, don’t walk. That being written, this is typically played as a one-minute scene, so you’ll also want to be mindful that your scene has energy, stakes, and momentum. If characters are just standing around as little more than talking heads, even if you manage to get the scene to the finish line, it’s highly unlikely that the ending will feel fulfilling and serve as the culmination of a well-crafted story arc. Starting in the middle of the rising action can help in this regard, as can making strong and grounded assumptions (as Player A did in the example above rather than spending time asking unloaded or generic questions).
4.) Say the last line. Sell that final line and moment. Again, while there might be a sliver of action after the final line has been offered that helps stick the landing, generally the scene is designed to go out on the second line of dialogue garnered from the audience. Be wary of throwing it away, muttering it when you’re out of focus in the background, or delivering it with an energy that isn’t worthy of a scenic climax. A small finesse that can prove helpful when the time is ticking toward that final sixty second mark it to work towards pitching the line to another teammate. In addition to just being generous and supportive, such an approach has the added advantage of framing the closing line.
In Performance
The time limit certainly invites a compressed scene, but don’t mistake this for a rushed or frantic one. A measured approach with a team actively listening and accepting each new offer boldly can result in a pleasantly bracing story arc; there just isn’t time for meandering and vagaries.
Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
Photo Credit: Rollins Improv Players
© 2024 David Charles/ImprovDr
Connected Concept: Story Series for Improv I