“E” is for “Experts”

Assuming the confidence and traits of an Expert can unlock new dynamic potentials and relationships.

An Expert Approach to Characterization

This is just a taste of this entry/concept. Go here for more information.

Related Entries: Character, Verbal Skills Antonyms: Fear, Interviewer

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
© 2021 David Charles/ImprovDr

Connected Game: Naïve Expert

Game Library: “Entrances and Exits”

When played with finesse, there can be a captivating flow enabled by the short-form game Entrances and Exits as players joyfully nudge each other on and off the stage.

The Basics

Usually (and perhaps optimally) played in a team of four, there are two fundamental rules that govern the traffic patterns of this game. The first rule is that there must always be two characters on stage at any given time, and the second rule is that there can only be two characters on stage at any given time. To keep this equilibrium, all new entrances will necessitate quick and justified exits; similarly, any exiting character will require that a fellow player swiftly enters to take their place. The scene develops with players closely adhering to these conditions, shuffling through various character and relationship combinations as a result. As the stage must always be populated by two characters, the scene should also clearly begin in such a fashion so as to establish and honor the rules.

Example

The scene begins with the suggestion of “tree house.” Players A and B begin onstage while their teammates C and D clearly wait to the side.

Player A: (putting down a crayon with an elaborate gesture) “And that concludes our tree house charter!”

Player B: “You have the neatest printing. I’m glad that you wrote it down.”

Player A: “You’re going to need to refer to me by my title now that I have been officially appointed as the tree house president.”

Player B: “I thought we were going to vote on that first…”

Player A: “Well, as the charter clearly indicates, in the event of a tie, the author of the charter, which in this case was me, will get to cast the deciding vote.”

Player B: “I don’t remember us talking about that!”

Player A: “I added it when you went to the toilet. I warned you about having too many juice boxes. So, anyway, clearly voting would merely be a formality at this point…”

Player C: (calling from offstage) “Everything okay up there kids? You’ve been awfully busy!”

Player B: (squirming) “I probably shouldn’t have had that last juice box…”

Player C: (calling) “I’m coming up!”

Player B: “I’ll be back in a second…”

Player A: “You can use the escape pole!”

As Player B “slides” down the escape pole, Player C mimes climbing up a ladder and through a hatch. There are now two players on stage once more. Player C has a bag of cookies.

Player C: “I thought you and your new friend might like a snack.”

Player A: “I thought we talked about trust and personal boundaries… But I will have a cookie…”

The Focus

Be sure to give due attention to the staging practices, justifying all entrances and exits as well as providing interesting character combinations. Entrances and Exits shares many commonalities in terms of technical logistics with Key Word, which I examined here. The first three tips discussed in this companion entry also strongly apply to the current offering.

Traps and Tips

1.) Clearly be in or out. It’s important to honor the central rules of Entrances and Exits and this is difficult to achieve if “offstage” players are not unequivocally offstage. When the audience becomes confused as to who is actually in the scene, much of the charm of the game will fade. It’s okay to be an offstage voice as a third actor, but you need to be an offstage voice, remaining clearly in the wings to uphold the conceit. It’s a given that there will be fleeting moments in the transitions where the magical number of “two” is fudged for a second, but this shouldn’t become the norm. I’ve seen some companies encourage the audience to audibly indicate when the rules are broken with a grumble or boo. I’m torn about this conceit: while it increases audience engagement, these interruptions can sap the drive and nuance of the scene. I’d rather that the team members themselves quickly recognize, justify, and adjust when they notice an infraction (perhaps with a gentle nudge from a vigilant host).

2.) Craft an exact environment. There is a lot to be gained from creating and sustaining a highly detailed environment. In addition to upping the level of challenge, knowing exactly what features are located both onstage and as destinations in the wings also adds specifics to the characters’ justifications. Is there a restroom located in the stage right wing and a parking garage stage left? In the tree house example, do you always use the pole to exit the house and the ladder to ascend or will other potentials also emerge: perhaps a makeshift window leads out onto a particularly robust tree branch or the roof of the child’s home? The scene and dynamic can feel a little flat when characters just aimlessly wander in and out of the space. Make every entrance and exit physically precise and deliberate: don’t settle for the pedestrian. It’s also great to use the surprise of the cued stage directions to add to the emotion and attack of your characters.

3.) Consider all the possibilities. While you’ll want to prioritize the story first and the gimmick of the scene second, it’s helpful to keep in mind the different potential staging possibilities and look for opportunities to deploy them. There are actually only four basic choices in terms of organizing the comings and goings of the scene: a single player can leave the scene thereby causing another character to enter; a single player can enter the scene making another leave; both players can leave which would force both offstage players to cover them; or, finally, both offstage players can simultaneously enter with the inverse effect. This seemingly sparse range of alternatives magnifies considerably when you consider the who and how. The scene thrives with different character energies and playfully exploring different physical ways of ingress and egress (climbing, crawling, running…) adds so much joy into the mix. Also, remember that you can (should) use these staging prompts to serve the greater needs of the scene and your teammates.

4.) Change up the combinations. This advice echoes a similar comment I made about Key Word, but it bears repeating here. Entrances and Exits generally involves a cast of four players, each taking on one role each. A lot of the potential of the scene lies in getting different character combinations to the stage so that you can see all or most of these relationships (again, it’s not as many as you might think – it’s only six different pairings). Sticky feet, or an inability to leave the stage, can prove highly problematic in this format as it literally halves the potential character combinations if one character overstays their welcome. It’s possible that one character might emerge as central or the protagonist, but always be on the lookout for excuses to yield the stage to others. If you’ve been in two or three vignettes in a row, mathematically speaking, it will nearly always be your turn to leave.

In Performance

In some ways, Entrances and Exits can feel like a condensed La Ronde with its core assumption of two-person vignettes. It can also provide a helpful strategy for moving focus in larger ensemble pieces. Be wary of diminishing these scenes into merely a staging gimmick; there is a lot of room in this format for grounded and interesting story and character work. I’ve been playing and coaching the game for nearly three decades now and am often struck by its resilience and ability to incorporate a wide variety of tones and styles.

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
© 2021 David Charles/ImprovDr

Connected Concept: Exits

“E” is for “Exits”

A critical tool to deploy (and awareness to foster) if you don’t want your improv explorations to become cluttered and unfocused.

Should I Stay or Should I Go Now…?

This is just a taste of this entry/concept. Go here for more information.

Related Entries: Edits, Give, Stage Picture, Sticky Feet Antonyms: Entrances

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
© 2021 David Charles/ImprovDr

Connected Game: Entrances and Exits

Game Library: “Commercial”

The short-form game Commercial can add a stylistically distinct option to your playlist. As this game generally serves as a succinct “quick hit,” I’ve paired it with the concept of Erasure as the format doesn’t have much room for improvisational waste or second guessing. The premise is relatively simple, but the execution poses worthy challenges and opportunities.

The Basics

The team obtains a product or service that may be absurd (silent smoke detectors) or offers a twist on a more well-known item (a calculator that gives compliments). Players craft an original “slice of life” commercial that shows the need for this given product.

Example

Players are challenged to create a commercial for a pair of scissors that can cut tension. Player A and B begin moodily washing dishes at the family sink.

Player A: (slightly irritated) “I just thought you said you were going to pick up dinner on the way home”

Player B: (equally irritated) “And I clearly sent you a text at lunchtime reminding you that I was picking up the laundry instead.”

Player A: “I can’t help it that my phone is old and running out of memory.”

Player B: “And I can’t help it that my husband is old and running out of memory…”

Player C enters the kitchen holding a mimed over-sized pair of scissors much to their parents’ chagrin…

Player A: “And what exactly do you think you’re going to do with those, Tyler?”

Player C: “Look, I can hear you in my room and neither of you can seem to move past this…”

Tyler mimes closing the scissors between the couple. The mood quickly dissipates…

Player C: “Now, doesn’t that feel better…?”

The Focus

I generally frame Commercial as a quick one-minute game – probably a holdover from when I first learned it during my Theatresports days. As the scene seeks compactness, there is really very little room for erasure or the clumsy utilization of others’ choices: there simply isn’t time to create details that aren’t then woven into the fabric of the story. Subsequently, I’ll stress this lens of efficiency, noting that the game demands strong listening, accepting, and justifications if you and your audience are to feel satisfied as the lights black out at the end.

Traps and Tips

1.) Hire “great actors.” I stress the “slice of life” style of this particular version of Commercial as that moves it away from a more commentator or spokesperson driven model. It can be helpful to think of these as small family or workplace dramas with familiar characters that explore a problem that only this great new product can solve. Assume that the company had gobs of money at their disposal and hired the very best talent they could find. Sliding into the “bad actor” trope will provide initial joy but often makes it needlessly difficult to build the energy and arc of the scene. In some ways, it feels like wimping or commenting rather than committing unequivocally to the fictitious world no matter how absurd it might seem. It’s a good strategy to have the product make its way onto the stage (helpful neighbors are a common and useful device), but avoid this as the first move for reasons I outline below…

2.) Follow the structure. If you’re not well versed with the Four Sentence Story structure, it’s worth reviewing here as that frame is extremely helpful for this scene. I’ll often teach both games in tandem as they support each other so well. The initial players are usually responsible for establishing the world in which the given product will appear (the balance); this will generally heighten and develop into an explicit need perhaps with the entrance of an additional player (the problem); the arrival of the product will typically herald that the scene is moving towards its climax (the solution); and the commercial may culminate with a new equilibrium or boilerplate product disclaimers and details (the resolution). If the scene meanders around or between these elements, it will often lose its sense of direction and purpose.

3.) Develop the balance. Although these scenes are characteristically short, don’t skimp on the balance. Without a clear and specific routine, the product’s arrival will often feel anticlimactic or too obvious. It can be a fun approach to start a little obtusely away from where you know the scene will eventually head. When you rush to the problem (which I’ve done a little in my example above), there can be less raw material to draw upon and reincorporate. I was keen to model how the product might make it to the stage, but if the tension scissors vignette was played out in “real time” we could probably sit in and build that tension for several more lines before the arrival of the scissors. Once the scenic problem has been solved, there often isn’t much steam left in the game, so don’t rush to this moment without specifics and finesse. If you do find yourself having quickly solved the problem, it can prove helpful to have other examples of the problem enter the scene quickly to extend the game: the parents aren’t tense now, but a sibling enters in distress having just failed an important exam…

4.) Support the action. It’s easy for a Commercial scene to become a little cluttered, so don’t rush the stage or needlessly enter, “just so you can be a part of the fun.” If you’re waiting in the wings for your moment, consider less high focus ways to contribute. Depending upon your venue’s level of technical support, you might be needed as the music, jingle, or sound effects, vocally punctuating the important moments of the scene. It’s a nice touch to close the game with a brief voice-over if the product information (name, price, where you can buy it…) can’t easily be pitched from within the scene. It’s by no means a set device of the game, but I’m also fond of using actors as props or the product itself when this feels playfully appropriate. There is something I innately enjoy about the juxtaposition of a really dramatic initial scene suddenly and awkwardly housing an improviser’s body trying to figure out the physicality of a pair of scissors!

In Performance

I’ve seen this general conceit as both a stand-alone game and also as a break away component of a larger structure – you’re creating a radio play but now there’s a pause for a word from the sponsor. Don’t be afraid of the misleading simplicity of the structure: lean into the style and story arc. There’s really no room to “shop for the best idea” – air time is expensive after all – so be sure you’re giving your all to the offers already established and in the mix.

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
Photo Credit: Tony Firriolo
© 2021 David Charles/ImprovDr

Connected Concept: Erasure

“E” is for “Erasure”

Carelessly (or callously) dismissing or cancelling the valuable ideas that others have already established and nurtured.

If You Feel Yourself Erasing…

This is just a taste of this entry/concept. Go here for more information.

Related Entries: Blocking, Bulldozing, Shivving Antonyms: Accepting, Justification Synonyms: Cancelling, Negating

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
© 2021 David Charles/ImprovDr

Connected Game: Commercial

Game Library: “Cooperation/Noncooperation Scene”

I came across this exercise during my Spolin/Forsberg training in Chicago. You can shift the central focus to other facets of the scene, but when it centers around the Environment, Cooperation/Noncooperation Scene provides a useful tool for enriching the ways that our theatrical world can influence the stage action.

The Basics

Players work in small teams and may either take turns performing in front of the group or all work at the same time while scattered across the workshop space. A physical task is assigned – such as painting a house – and players begin the scene while engaged in the activity. At random intervals, a caller announces “Cooperation” or “Noncooperation.” When “Cooperation” is the declared dynamic the world and environment work in tandem with the goals and intentions of the players: it’s a pleasant day for working outside, the ladder goes up with ease, the paint is the perfect consistency… When the caller offers “Noncooperation” the environment and scenic elements begin to thwart or work in opposition to the players: the sprinkler system accidentally goes off, a squirrel steals one of the paint brushes, there isn’t enough paint to cover the intended surface… The caller continues shifting the environment energy back and forth until the scene finds a conclusion.

Example

Players are assembling an IKEA bookshelf in their living room. The scene typically begins in a state of cooperation.

Player A: (dragging in a large box) “We were so lucky to get the last unit in the store! This is going to look great beside the couch.”

Player B: “I’ve got the box cutter right here. Let’s open this baby!”

Player C: “And I’m recording the best roommates ever on my phone as they make our apartment a home!”

Player A: (putting down the box carefully) “Okay, you should be able to just slice the tape on the end there and we can slide out the pieces…”

Caller: “Noncooperation.”

Player B: (after a few failed attempts) “The cutter seems a little dull, let me give that another try.”

Player A: “Careful! You’re tearing up the box. Don’t cut the shelves…”

Player C: “That box looks awfully long. Did anyone measure the shelves beforehand?”

Player A: “I just assumed… I can’t seem to find the tape measure. I thought I put it by the television.”

Player B: (still working to open the box) “Sorry, I’m making a bit of a mess of this…”

Caller: “Cooperation.”

Player A: (feeling their back pocket) “Ha! I had it on me all the time…!”

The Focus

This game works most effectively when there is a significant task involved that requires the active and sustained participation of all the characters. If the activity is too simple or nonspecific (moving generic boxes), it’s more difficult to organically discover environmental challenges and boons.

Traps and Tips

1.) Craft a detailed environment. It’s fundamentally taxing to create a series of environmental challenges if the scene exists in a vague or poorly constructed physical world. Spend the opening moments of the scene giving close attention to the weather, scenery, furnishing, and hand props available. The more you invest early in these elements, the more you will be able to draw upon as the caller moves you back and forth between the two defining dynamics. Be particularly wary of “magical” props that just appear and disappear at will: make sure each needed item has a home on stage as this will, in turn, create other furniture pieces and stage geography.

2.) Commit to the action. The scene quickly loses its spark and momentum if characters aren’t strongly committed to achieving the stated goal together. In this environmental version of the exercise, it’s helpful to note that it is the greater world that offers up seemingly random obstacles and problems and not the characters themselves. The characters should remain “all in” and have a vested stake in completing the goal at hand. In addition to all the physicality and pantomimic lessons the exercise holds, this also models the helpful practice of finding conflict outside of the embodied relationships in a manner that allows characters to work as allies rather than rivals. If characters truly give up (as opposed to stepping back from the task for a few moments in frustration), the scene will often devolve into a series of negotiations or arguments.

3.) Play each others’ games. There can be a temptation for individuals to scattershot a series of obstacles and solutions rather than acknowledging and building on the ideas of their peers. As the caller switches between the two states of “cooperation” and “noncooperation” make sure you are leaving room for the current player in focus to offer the first justification and look for ways to truly embrace and add to this choice and energy. Yes, it’s likely you’ll also want to complicate or invert any specific dynamics that you have going as well, but be careful that characters aren’t merely playing their own self-contained games and dynamics. If Player B is struggling to open the box, join in and let this idea have some time and focus to develop, trusting that there is plenty of room in the scene for new ideas to emerge later.

4.) Gently escalate the challenges. This exercise offers some helpful lessons in terms of pacing obstacles. If you leap to an almost impossible disaster early in the scene – such as the roof of the apartment suddenly blowing away in a tornado – you might be faced with an insurmountable problem when the world begins to cooperate once more. That being said, you do want to enjoy the risk of the scene as well, and it’s equally problematic if the obstacles never progress beyond the realm of hangnails and stubbed toes. If you’re familiar with the concept of the curve of absurdity, this technique provides an excellent approach for the mechanics of the scene, starting with a sense of grounded reality and then allowing the problems to become more significant and perhaps extreme as the scene draws to a close: a tornado suddenly sweeping away the perfectly constructed bookcase while leaving the rest of the apartment and roommates untouched could serve as a delightful button!

In Performance

If you struggle with “talking heads” or ill-defined locations, this exercise beautifully encourages paying closer attention to the ways we interact with our environments. It’s also fun to explore all the stories that can emerge when your primary focus is actually a common activity or task.

If you are facilitating this exercise and want some general caller pointers, go here. It can be tricky to strategically coach multiple explorations occurring at the same time but I’ve found if I’m watching with soft focus I can get a general feel when the majority of scenes are ready for an inversion.

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
Photo Credit: Tony Firriolo
© 2021 David Charles/ImprovDr

Connected Concept: Environment

“E” is for “Environment”

The vast array of factors and influences that can enrich the improv worlds you create onstage.

Considerations for Expanding Your Field of Play

This is just a taste of this entry/concept. Go here for more information.

Related Entries: CROW, Where Antonyms: Talking Heads Synonyms: Location

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
© 2021 David Charles/ImprovDr

Connected Game: Cooperation/Noncooperation Scene

Game Library: “Key Word”

At its core the short-form game Key Word offers a helpful mechanism for rehearsing and polishing the craft of making strong Entrances and exits.

The Basics

I’ve found that four players work really well for this game as it provides a manageable tension between the playful staging chaos and the requisite focus needed for crafting a cohesive story. A location serves as a helpful initial ask-for, followed by providing each player with their own specific audience-inspired “cue” or “key” word. I’ll typically use targeted prompts to get a good variety of options, such as “a word to describe the weather,” “an occupation,” “an object you might find in the kitchen,” and “a four-syllable word.” Each “key word” is clearly assigned to a particular player and will serve as their staging impetus in the scene to follow. If another player says their word, a cued onstage player must immediately make an exit, while if the player referenced is offstage, they must quickly enter the action. In this manner, players deliberately and accidentally can signal for their teammates and adjust the stage combinations accordingly. It’s important to note that due to the central premise of the game, players cannot enter or exit freely at will unless they have been appropriately signaled by another. I also tend to think of it as a cheat to call out key words as an offstage character in any circumstance other than a true last resort to assist a stranded fellow improviser.

Example

Players are provided with the location of a national park and assigned the following key words: Player A “cloudy,” Player B “painter,” Player C “spoon,” and Player D “remarkable.” Players A and B opt to begin the scene mid-hike with the other two players standing clearly offstage.

Player A: (with excitement) “I think we’re getting close to the summit!”

Player B: (with notably less excitement) “You’ve been saying that for nearly an hour now honey! My feet are killing me.”

Player A: (taking it in their stride) “Come on! This is doing us good. We said we were going to get out more this year.”

Player B: (with renewed effort) “No, no, you’re right. We’re not going to be one of those married couples that just sits on the couch every day.”

Player A: “And look at that view!”

Player B: “OK, I’m not going to lie, this is definitely worth the effort.”

Player A: “Isn’t it remarkable!?”

Player D, having heard their word, starts to descend the trail from the opposite direction.

Player D: (pleasantly) “Good day for it. Passing on your right.”

Player A: “Oh, fellow traveler, would you mind if we bothered you for a photo?”

Player D: “No, of course not. It’s actually part of my unofficial job.” (pointing at a “ranger” badge or similar)

Player A passes the ranger their cell phone.

Player B: “I can’t imagine having this as my ‘office’ every day!”

Player D: “I know I’m lucky! I’m constantly reminded of how nature is truly a master painter.”

Player B, having heard their word, starts to pat their clothing.

Player B: “Hold that thought… and phone. Honey, I must have dropped my water bottle when we stopped a little while back. Wait for me here.”

Player B scuttles off back down the track...

The Focus

The mechanics of the game resemble many short-form scenes that involve an outside caller only here the adjustments are made internally by the improvisers themselves. Consequently, many of the tips I recommend in my caller entry here strongly apply to this setting as well, especially balancing the roles of “playful torturer” and “patient helper.”

Traps and Tips

1.) Prioritize story first. A rookie fumble with this game is to hit the stage and then immediately start using key words at a rapid-fire pace to call on and off other players. This rarely works or allows for any strong balance or platform from which to build the scene. It is foreseeable that this sort of staging chaos can form the climax of the game, but if the audience doesn’t understand the world and needs of the characters, starting at this intensity won’t serve you well. I strongly recommend beginning with two players onstage for this reason as any more or less might require using a key word too quickly: for example, a player who starts alone may find themselves wanting a scene partner and therefore will hastily throw out another player’s word. Invest in the given circumstances and pace the arrival of new characters in a way that will purposefully forward the story arc.

2.) Justify justify justify. It’s critical that every entrance and exit is adequately justified within the premise of the scenario or otherwise the scene can become a rather random dance of inexplicable movement. On a technical note, if you have said another player’s word – thereby inviting them to the stage – you should probably leave them a window to make the required entrance rather than just continue talking unabated: in addition to cuing staging, key words are also embedded vehicles for sharing and directing focus. Justifications are often most successful and effective when they occur alongside the triggered stage direction, but you can also stagger them throughout the action. For example, Player B could just immediately rush offstage when hearing “painter” and provide the water bottle justification or similar when they next return. Another oddly common trap is players accidentally repeating or echoing a key word when it’s offered up (perhaps in an attempt to make sure that it was heard), so that “Nature is a fine painter,” might be followed immediately by “A fine painter indeed!” Repeated words cue a chain of stage directions with Player B now leaving only to quickly return again. This can surely add to the fun, but it quickly becomes tiresome if players fall into the trap of making this choice repeatedly and inadvertently. Such playful torture moves need to be patiently earned.

3.) Focus on relationships. Thinking of Key Word as largely a relationship game helps steer the action in a fruitful direction. It’s traditional for players to only assume one character each so that we see the four personae in different combinations that allow us to discover their different faces and facets. Assuming a new role for every entrance in many ways diffuses the innate challenge of the structure (although you could argue that it replaces it with another). Similar to the related game Entrances and Exits, it’s helpful to at least initially strive for two-player vignettes as these allow some real space to develop and explore relationship energies and nuances. When Player B leaves, we may now learn that Player A and the ranger have some heretofore unknown history or agenda, for example. As the scene finds its footing, it can be helpful to mix up the character combinations as much as logically possible.

4.) Use your words strategically. There are some best practices in terms of how to most effectively use the assigned key words. In addition to not saying your own word and avoiding needlessly repeating a word when it appears in the dialogue (as mentioned above) I would also recommend avoiding using derivatives or substantial parts of the four assigned cues. If the word is “cloudy” and someone ways “clouds” or “cloudiest” it’s likely to cause confusion for the audience and players alike in a fashion that isn’t adding any real value to the scene. There can also be a tendency to become or have in possession your “word” (if it’s a noun or prop) which I find more often than not creates rather uninteresting games. If Player B becomes the “painter” or Player C walks around the whole scene holding a “spoon” they often are inhibited in terms of how they can deeply contribute to the action. By the end of the scene, it’s effective to make sure everyone’s key word has been uttered at least once so that every character has a chance to play the central dynamic and no player is left offstage (or onstage for that matter) for the scene’s duration. This will prove difficult if players cannot remember each other’s words, so I’ll usually have the team repeat them all once or twice before the scene begins. No, seriously, repeat all the words in unison. Trust me!

In Performance

While there is a really strong and clear handle on this scene, I’ve found that Key Word is also a great vehicle for developing good stories when players understand how to gently ramp up the central dynamic. If you only focus on moving players on and off stage you will likely have little more than a frenetic parlor game; when you invest in purposeful characters and relationships and then add some mischief with the cue words, on the other hand, your chances of crafting a robust scene improve dramatically.

There’s a related version of this game – I call it Key Sound – where players are each assigned a unique sound effect from the booth. These noises (such as a doorbell, siren, hammer, or bird screech…) should be previewed for the audience and improvisers. During the scene when the technical improviser uses these established sounds the pertinent improviser must justify an entrance or exit. The mechanics are very similar to Key Word although the booth now holds the primary responsibility of shaping and pacing the action. While this changes the source of the torture, a similar brand of fun awaits.

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
Photo Credit: Tony Firriolo
© 2021 David Charles/ImprovDr

Connected Concept: Entrances

“E” is for “Entrances”

How a character effectively makes their way into the playing space.

Under-utilized Ways to Get Onstage

This is just a taste of this entry/concept. Go here for more information.

Related Entries: Edits, Initiation, Stage Picture, Take Antonyms: Exits

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
© 2021 David Charles/ImprovDr

Connected Game: Key Word

Game Library: “Go”

I find that I keep returning to the warm-up Go again and again as few games rival its innate ability to bring the Ensemble together at the beginning of a rehearsal or performance. When played with focus and commitment, it’s not uncommon to feel that the space has actually changed from a group of individuals into a more self-aware and present team.

The Basics

There are three common phases to the warm-up. The exercise begins in a circle formation.

Phase One: One player (A) begins the exercise by pointing to another across the circle (B). Think of this gesture as asking permission to move and assume the selected player’s spot. The chosen player (B) gives this permission to move by clearly saying, “Go.” Player A may now vacate their original position and walk across the circle to their new home, Player B’s current space. To facilitate this move, Player B must now leave their current position and does so by repeating the pattern, pointing randomly across the circle to another improviser (C), thereby asking them to make room. It is important to the flow and dynamic of the game that players do not move until their teammate has verbally signaled that they may do so with the “Go.” Improvisers continue to change places at a gently increasing pace, each time asking and receiving permission to move.

Phase Two: Once the exercise has been strongly established, players may initiate the second phase of the game. While the basic signal of deliberate pointing remains the same – with the “tagged” player then looking for a new spot in the circle – improvisers now show their agreement by clearly nodding rather than saying “Go.” When this new response is introduced, all players should adapt and join the second phase. Participants should also continue to exercise caution that they do not move until clearly invited to do so by the player across the circle that they have nominated. Generally, the pace will increase a little with each phase, especially if the focus of the ensemble proves strong.

Phase Three: The process evolves into the third phase once the group has found a steady rhythm and “success.” (For the purposes of this particular exercise, I’d define that as jaunty momentum and effective communication.) Now players dispense with the clear and directional “point” that designated their intended target. Instead, improvisers seeking to vacate their spots in the circle make strong and deliberate eye contact with another person who completes the pattern by nodding as they did in the above phase. This dynamic of a chain of position swaps continues until the game reaches an organic end or climax. This may be joyful collapse or joyful success, but in any case, it should be joyful!

The Focus

Speaking of focus, it is difficult for this exercise to “land” if players are not able to give it all of their focus, commitment, and attention. Discourage any side conversations or distracting behavior as the exercise begins and keep commentary or sidecoaching to an absolute bare minimum.

Traps and Tips

1.) Model the preferred dynamic. I imagine many improvisers have encountered this exercise in one form or another, but if you’re facilitating a new group or workshop where you expect to work alongside first-timers, don’t rush over the core dynamic. Many find the critical restriction of staying planted in their spot until receiving the “Go” or nod as surprisingly counterintuitive. Take a few moments (or more) to break this down into bite-sized instructions: it’s helpful to identify the initial “point” as an equivalent to the improv offer, the “go” as the acceptance or “yes,” and the subsequent movements across the circle as the “and.” The exercise demands a level of ceding control that some can find a little challenging when they are first exposed to the technique.

2.) Discourage insider games. Experienced players can sometimes distrust the beautiful simplicity of this game that brings the ensemble into shared time and space. This may manifest itself in creating “sub-games” such as I’m just going to point to the person right beside me or keep the focus moving between two or three of the same people or add an unnecessarily quirky energy or expression during the focus exchanges. This is a major pet peeve as such diversions nearly always undermine the group cohesion. Stress the importance of full involvement as no one wants to feel like they are being excluded from a group warm-up and reiterate the need to select players across the circle if for no other reason than to keep traffic patterns safe and open.

3.) Pace the phases. A well-established ensemble may quickly be able to read each other and move through all three phases with delightful efficiency, but it’s not a race to get to the end of the warm-up. Especially when there are new members present who may have little prior experience with the logistics, it’s antithetical to speed through each phase in a way that leaves some participants disconnected or overwhelmed. If one player is struggling, the ensemble should be cognizant, patient, and helpful. I would offer that the group shouldn’t move to a later phase until there is a sense that everyone has found connection and success in the current phase. This would also necessitate that everyone has been in the chain at least once as well. There is something poetic about the group collectively deciding when this dynamic shift should occur (as opposed to an instructor or coach announcing it), but players should develop an awareness for when the whole ensemble will benefit from advancing to the next level of challenge.

4.) Embrace the connections. Among the many things I value about this exercise is that when played with deliberateness and awareness it provides an opportunity for improvisers to have at least a brief connection with many if not all of the other players in attendance. Take that moment to really see each fellow teammate and to check in or reconnect with them. This is why I discourage adding quirky mannerisms, winks, or the like as such “additions” puncture this simple but important opportunity. Having a smile behind the focus gives and takes – or at least an honest pleasantry – can surprisingly change the tone of the game and, frankly, the mood in the space. If it becomes too “efficient” or hurried, you may be losing out on this somewhat intangible but nonetheless important outcome.

In Performance

And that’s the basics of Go, a sleek (and rather pervasive) improv warm-up that offers more than might immediately meet the eye. Avoid end gaming and pushing to the perceived goal; rather, let the process unfold as it needs to on this particular day with this particular group of players striving to find each other and forge an ensemble in this particular space.

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
Photo Credit: Tony Firriolo
© 2021 David Charles/ImprovDr

Connected Concept: Ensemble