“C” is for “Callback”

Reusing or recycling a story element in an effective and timely manner.

Getting the Most Out of Your Callbacks

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Related Entries: Connections, Shelving Synonyms: Looking Backwards, Reincorporation

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

Connected Game: Perspectives

“C” is for “CAD”

An acronym that summarizes three highly effective forms of scenic revelations: confessions, accusations, and discoveries.

Three Forms of Revelations

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Related Entries: Accusation, Commandment #7, Confession, Discovery Antonyms: Balance, Platform, Routine Synonyms: Breaking Routines, Ignition, Revelation, Surprise

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

Connected Game: CAD Bell

Game Library: “Most Scenes in a Minute”

This is a fast-paced game that is equally useful as a skill-building exercise as it is an energy-building addition to your short-form evening. It’s also another of those games where the title provides you with all the basic information you need to know! It’s called Most Scenes in a Minute.

The Basics

The time component of the game can certainly be adjusted to suit your needs or called with considerable discretion, but this is typically a one-minute game. A broad prompt is obtained (a location, theme, subject…) to inspire the scenes that will follow. Members of the team must endeavor to construct as many scenes as possible within the allotted time frame, with each scene including a clear beginning, middle, and end (buttons are of particular import). This game can also be used as a decider, with competing teams striving to perform more scenes in the minute than their rivals.

Example

“Pets” is the assigned topic. As the lights come up, Player A sits on the floor as a child, looking in their hands. Player B stands over their shoulder.

Player A: “No, I love it. It’s just not quite what I expected.”

Player B: “No one is ever too old for Lego!”

Player B smiles and turns to leave. Player A looks a the blocks and slowly starts to assemble them…

Player A: “I’m going to call you Clifford and we’re going to be best friends…”

Player B understands what they have done, and slowly leaves the stage as the lights fade.

The host calls “One.” When the lights come up, Player C is standing onstage holding a leash. Player D slowly approaches them…

Player D: “Excuse me, Celia, but are you going to pick that up?”

Player C: (Willfully oblivious while looking at their cell phone) “I’m sorry…?”

Player D points with disgust at the ground.

Player D: “I know it was your French poodle, Celia, and I’ve had it up to here with your dog relieving himself in my yard..”

The Focus

Much like a good Freeze Tag game, I like the challenge of establishing strong details as quickly as possible in these vignettes. You’ll want to present your CROW efficiently while also striving to make the brief scenes feel more robust and dynamic than merely fleeting moments. In addition to encouraging strong buttons, this game is an excellent way of honing story, character, and staging skills.

Traps and Tips

1.) Strong facilitation is critical. It’s important to have someone clearly responsible for the mechanics of the game, such as your host or another member of the ensemble. They can provide time warnings at opportune moments, tally the total number of completed scenes, and help communicate with any technical improvisers when each vignette needs a blackout. These transitions should be very short in order to help maintain the momentum of the game and if your space has the means, it can be fun for the lighting improviser just to offer up a new specific area or “look” as soon as the lights come back up. If you’re playing this as a competitive decider, the facilitator can also make any needed “calls” in terms of perceived infractions or penalties, such as if scenes are too similar or start to feel more like “moments” than true (albeit abridged) story arcs. Keep in mind that such calls are obviously all just conceits to add heat and playfulness.

2.) Rotate the starting position. A helpful tip in terms of the flow of the game is to be extremely proactive when it comes to scene starts and for players to make a concerted effort to trade into this pressure position. As prior scenes conclude, players involved in this action should endeavor to strike themselves from the stage as best as possible, or the transitions can lose any sense of clarity and finesse. Incoming players should then claim a new area of the stage for their initiation (perhaps offered by the lighting improviser as suggested above). In a delightful sense, the challenge of these transitions is made all the more difficult the fewer players you have involved. Initiating players should start strongly and clearly even if they have only the vaguest idea of what they “want” for the scene and designate any intended scene partners that may not already be present on stage.

3.) Contrast, contrast, contrast. Actively seek variety in your brief scenes. Whether it’s player combinations and numbers, staging devices, tone, or energy, the game benefits greatly from approaching the initial ask-for from multiple different angles. Look for what has already been utilized to inspire new areas of potential. If we’ve only seen human characters, a vignette from the point of view of the pets would add a new element into the mix. If the prior scenes all involved two players, a solo or group scene could break up the pattern. If scenes have all taken on a whimsical or silly tone, bringing a more poignant or sincere character to the stage will add a striking new dynamic. This format provides an opportunity to truly embrace the disposability of improv as no scene will likely last more than 10 or 20 seconds, so take full advantage of this unbridled brainstorming session.

4.) Fight the freneticism. Inevitably, this series of quick scenes becomes a little chaotic or hectic as the excitement of the challenge builds. If early scenes start with this kind of energy, it’s likely to quickly work against you and prevent you from achieving scenes with any semblance of nuance or finesse. Remember that the competition or time challenge is a gimmick, and that the audience probably has little interest in watching 60 seconds of sloppy improv in the name of “winning.” Make a concerted effort to start the first scene, in particular, with some grounded patience as this will set a tone and give you some space to let the freneticism build. If characters just run to stage and start yelling their choices at each other, the format is unlikely to elevate beyond a panicky parlor game. Admittedly, this might be exactly what your shape of show needs if you’re looking for a decider to determine a tied evening, but even under these circumstances, don’t forget to tell stories while you entertain.

5.) Consider the bigger picture. In addition to paying some extra attention to your buttons – the inspiration for this particular Game Library entry – Most Scenes in a Minute is also an excellent opportunity to explore broader ideas that might connect your scenes beyond the obvious initial ask-for. Keep an eye open for recurring motifs and themes, opportunities for characters to reappear or seemingly random scenarios to connect, or for running games or reincorporations to emerge that help to tell meta stories. As the scenes need to be concise due to the time constraints, allowing connections to organically develop is a great way of adding some skill and interest. One well-placed overarching connection can also provide the button of all buttons to end the game!

In Performance

This tends to be a high-octane game, but it can also help sharpen storytelling and staging skills. If you struggle with pitching and committing to clear buttons, the whole affair is likely to quickly devolve into a blur of indistinguishable activity. Yes, the challenge is a central and important device, but it is telling that the one performance of this game that I can still recall watching from many decades ago was when a team managed to achieve the insurmountable score of one scene. They were so enjoying their original scene (as was the audience) that they all just took their time and played it through, much to everyone’s delight. I’m not advocating this as a standard approach, but it’s good to keep in mind the standard improv wisdom that the game structure should ultimately serve the scenes and not vice versa!

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

Connected Concept: Button

“B” is for “Button”

The, hopefully, effective and satisfying final moment of a scene.

Thoughts on When to Pitch That Button

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Related Entries: Edits Antonyms: Initiation, Starting Scenes Synonyms: Conclusion, Ending, Resolution

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

Connected Game: Most Scenes in a Minute

Game Library: “Emotions”

I know a lot of Emotional Rollercoaster variants, and this entry is of that ilk. I’ve found the way this version provides dual callers offers up a helpful mechanism to maximize the gift of the changing emotions while minimizing the risk of unfocused chaos that can often quickly ensue when you have four characters all trying to justify switches at the same time. Emotions was a standard when I played with the ensemble at Walt Disney World’s now sadly-defunct Comedy Warehouse.

The Basics

I prefer this game in a team of four with two onstage characters, each paired with an offstage emotional caller. A list of suitably varied emotions can be gathered from the audience prior to the scene (possibly with the other actors out of earshot although this doesn’t have the same payoff as other games with more of an endowment frame). Alternatively, callers can also just use a preset list or their imaginations, although the audience certainly enjoys seeing their “spoilers” hitting the stage. A typical initiating ask-for such as a relationship or location is then obtained, and the scene starts. Characters begin “neutrally” but must then assume and justify the random emotions as they are provided by their offstage companion.

Example

Players A and B serve as the onstage characters with C and D serving as their respective offstage emotion callers. The prompt provided is a job interview at a warehouse.

Player A: “Thank you so much for joining me here on the warehouse floor for the final portion of your interview.”

Player B: “No worries at all, Kalin – if it’s okay that I can you by your first name.”

Player C: (as A’s partner) “Player A: Embarrassment. Embarrassment.”

Player A: (Looking around) “I’d actually prefer that you didn’t. People might make assumptions if they know you’re a member of the boss’ family.”

Player B: “I totally understand. It won’t happen again.”

Player A: “Shall we look at the newly-installed storage system. Although I imagine that you’ve heard about it at home…”

Player D: (as B’s partner) “Player B: Arrogant. Arrogant.”

Player B: “I’m very familiar with the specifications, actually. Although I’ve heard you’ve been struggling with some basic operations… Kalin.”

Player A: “I had hoped that wasn’t common knowledge…”

Player C: (as A’s partner) “Joyful. Joyful.”

Player A: (with a sudden smile) “…but who knows if I’ll even be here in a few more weeks!”

The Focus

In addition to encouraging players to assume and explore a deeper variety of emotions alongside obvious justification challenges, this game also demands that characters are changed by the various emotional overlays. If this is not a personal or company strength, or you struggle with a bulletproof stance as a player, Emotions offers a helpful short-form tool. While it is typically played with lighter hues more likely to elicit audience laughter, the game is delightfully resilient and can work surprisingly well with more sincere or dramatic scenarios as well. I also appreciate that these scenes typically only involve two characters, so it’s incumbent upon the team to really invest in the initial relationship as this should ultimately prove to be the focus of the scenic journey.

Traps and Tips

1.) Don’t underestimate the contribution and importance of the callers. While the characters are undeniably likely to receive more of the “glory” of the scene, much of this success is typically made possible and elevated by effective and generous calling. Many of the tips I’ve included in my earlier Genre Rollercoaster post you can find here remain true in this context, although the dual caller structure offers some new potentials and pitfalls. When establishing the game, I find it helpful for callers to initially name their onstage scene partner before offering the emotional shift. Above I’ve just used Player A and Player B as stand-ins, but ideally for clarity this should be the character’s name (Kalin) or role (applicant), or perhaps the actor’s name if these are used throughout the performance and the character’s name has not yet been established. Rather than pausing the action with a “Freeze,” I prefer the device of repeating the emotion twice so that the audience and players are less likely to miss the adjustment. Generally, calls work well if they alternate somewhat predictably between the two callers so that there is time to consider what will provide the most effective or stark contrast (both with the character’s prior emotional state and their scene partner’s current climate). I also like to stage the callers on opposite sides of the stage when you can to facilitate a better view of the action and characters. If you decide to just call emotions on the fly without audience suggestions or a list, I find it a helpful little cheat to start somewhere in the alphabet and then just move your way through it for inspiration, not fretting if you skip over a letter or two on the way: “Love-struck… Mad…  Optimistic… Perturbed…”

2.) Don’t forget to leave room for each other. If this is a new technique or you’re accustomed to single caller versions, it can take a little practice to become comfortable with the rhythm of offstage calls and onstage justifications. A rookie trap is getting caught in a loop with your caller that excludes your scene partner; that is, the character gets a new emotion and they incorporate it only to be fed a new emotion which they then feel obliged to immediately use as well… The onstage characters can help a lot in this regard by offering clear pauses or moments in the scene where a new emotion might helpfully land. Similarly, if callers provide a new energy for their onstage character immediately following a line of dialogue from the other character, then their partner will be more likely to be in focus for the shift. As modeled above, it can also be effective to offer emotional changes within a character’s line, although you’ll want to have a strong connection in these moments so as to avoid talking over each other. Once the team has hopefully found a groove with the give and take, it is nice to become a little less predictable with the call placements just to keep everyone, including the audience, on their toes.

3.) Don’t disarm the caller’s choices. There are several unhelpful ways that minimize the risk of the new emotions which can tend to sneak into the scene if the players aren’t grounded or are feeling overly anxious. It is generally less successful and dynamic to slowly make your way towards the newly offered emotion. A sharp and immediate shift raises the risk and requires the justification to emerge in real time, which is inherently more dangerous and exciting for the audience and players alike. Relying solely on your words is a related trap as there can be a great deal of dynamism gained from a clearly executed but largely silent emotional response and journey (especially if you are offered a new emotion while your partner still clearly needs to finish their sentence). I’d also caution against characters naming or referencing their emotional states in their dialogue within the scene rather than fully embracing and playing them. This is good advice for all improv scenes in a showing not telling kind of way, but in Emotions, it can feel particularly wimpy to just hear a character suddenly announce “I’m joyful all of a sudden…” This gimmick ranks very highly on my list of short-form pet peeves!

4.) Don’t rely on old games in lieu of recognizing emerging ones. Again, this is great advice for pretty much every scene and particularly those that have such a strong framing handle as Emotions. It’s tempting to do “that thing” that worked so well last time, but this will invariably bear less delicious fruit than patiently watering choices that emerge spontaneously in the action. Characters may end up exploring similar or identical emotion calls, dynamic emotions may become recycled or shared, one character might experience calls at a quicker pace than their teammate, or a character might be challenged to explore subtle emotional variations that are almost synonyms. These, and so many other games, can provide delightful additions, but they rarely work well when they are needlessly imposed. Ideally, the callers are enabling cogent characterizations and deepening the featured relationship through carefully executed offers based on close observation of the scene’s needs and underlying potential. It’s important to give the top of the scene some true room to breathe for this reason so that this is a strong balance or foundation. Once this has been firmly established, playful shivving from the callers when it’s deemed appropriate is more likely to add to the fun and less likely to puncture the scenic momentum.

In Performance

A common misstep with Emotions is over-calling, especially as the scene leaves the starting gates. I enjoy this game less as a player (and from the audience frankly) when it feels like the character only gets one quick crack at each emotion before it changes. Calling in this manner also decreases exponentially the likelihood that players will be able to mine any nuance or connection from the provided state of being. This fast style of play certainly elicits a particular energized result and may aid in the construction of a dynamic climax, but don’t overlook the value of a more generously patient approach. If you’re working on removing your improv armor, a more luxurious pace will also encourage meaningful changes in your character and relationship.

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

Connected Concept: Bulletproof

“B” is for “Bulletproof”

If you tend to evade others’ choices and endowments, you may be falling into the trap of being a Bulletproof player.

Signs You’re Wearing Your Improv Armor

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Related Entries: Ambiguity, Bulldozing, Commandment #5, Commandment #8 Antonyms: Change, Culpability Synonyms: Wimping

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

Connected Game: Emotions

Game Library: “Speak in Turn”

Speak in Turn provides a short-form game with a lot of gifts to offer, including promoting active listening, generous scene work, and nuanced communication. I’ve paired it with the concept of Bulldozing as it can also serve to address this tendency if you are working on ceding more control in your scene work.

The Basics

Players work in teams (four players seem to be optimal). Before the scene begins, players number off to establish an order. For the duration of the scene, players must speak in their assigned order: once they have contributed a sentence or idea, they cannot make another verbal choice until the sequence has completed a rotation.

Example

Players receive “a road trip” as the initiating offer and determine to speak in the order A, B, C, then D. They construct a car as the lights transition, with B occupying the driver’s seat, A beside them, and C in the backseat. D is currently offstage.

Player A: (looking anxiously out the window) “This is the third time we’ve stopped in two hours. We’re never going to make it to Sterling.”

Player B: (checking their watch) “I’m sure I can make it up on the highway.”

Player C is on their cell phone in the backseat. They throw their phone on the seat with frustration.

Player C: “The cell phone reception here is terrible.”

They all sit in an awkward silence as Player A offers Player C some chips that they have pulled out from a bag on the floor.

Player D: (yelling from offstage) “I’m 25 cents short!”

Player C sighs, looks at the others, and with a shrug, gets out of the car to go and assist.

Player A: “It’ll be a minor miracle if those two don’t kill each other before we get there.”

Player B: (shooting A a look) “You could have just said if you didn’t want to come. I know they’re my family, but…”

Player A goes back to eating chips. Player C and D eventually return to the car and get into the back seat…

The Focus

Like most games that provide a verbal restrictions, it is important to focus on the physical and emotional reality of the scene. If you just passively wait for your turn to speak again, the scene will quickly feel like it is filled with unnecessary empty air. At its core, this is a justification game where players need to craft a detailed world in which their dialogue choices (and silences) have a meaningful context.

Traps and Tips

1.) Make your dialogue count. There can be a temptation to just speak when it’s your turn in this game, but the scene usually comes to life in more interesting ways when you make sure that every line counts and feels impactful. If it’s your turn to talk but you don’t have a reason to just yet, let the tension or interest build through your physical and emotional choices. Exploring subtext and relationship specifics are the hidden gifts of the game. This also holds true if you want to talk, but it’s not your turn yet. A lot can be said with an intense look, shift in body language, or well-timed stage action. Also, be careful of naming the game: “Why isn’t anyone talking?” This will (sadly) likely get a laugh, but it’s not a particularly helpful or earnt one, especially if it is in lieu of committing to the unfolding action.

2.) Build the game patiently. It’s certainly important to model and “teach” the audience the rules of the game as the scene starts, but as is typically the case, the scene should be your primary concern, especially during those opening moments as you’re establishing the premise, relationships, and the world of the play. For example, starting the scene without the first designated speaker can be delightful if this choice is made carefully and knowingly, but it can also strand your fellow players onstage without any way of talking to each other. Generally, the game benefits from reserving innately more challenging dynamics until later in the dramatic arc, particularly if this form is relatively new to your team or ensemble. The scene will ultimately benefit from strongly established details that will contextualize and inform these later moments. There is also an important distinction between discovering these games and just rushing to the stage gimmicks that you’ve applied before. The former will typically land much better than the latter, which can tend to ignore important scenic rhythms that are building organically.

3.) A little torture goes a long way. In tension with the above suggestions, I would offer that once you’ve got a firm foundation for the scene, a little playful shivving or “torture” can add a new level to the enterprise. It’s easy to forget that the audience finds delight in a little struggle and that this is a large part of what makes improvisation so immediate and inviting as an art form. Choices such as an unexpectedly timed exit or a character who suddenly becomes reluctant or unwilling to talk can certainly add a joyful level of challenge, especially when the company has found an energized and effective momentum. Companies have varying attitudes and comfort thresholds when it comes to this kind of approach, but a little playful mischief serves well in this particular form. When the game is too seamless, it can oddly make the scene fall a little flat. It is also nearly inevitable that someone will speak out of turn (often in the opening moments of the scene), so it can be helpful to have a strategy in place if this occurs. I tend to have a host or emcee quickly note any infractions in such a way that doesn’t needlessly stall the building action.

4.) Explore different line lengths and rhythms. There isn’t a set expectation of line length in this game – you’ll note it’s not defined as each player gets “one sentence” each, for example. It’s possible, then, for a character to take their turn to offer a brief monologue, although perhaps avoid this as your stock choice if you’re working on overcoming your bulldozer tendencies. On the other end of the spectrum, characters could also elect to make their speech act an utterance, such as a grunt, moan, or gasp. You’ll just want to make sure you are providing clear “outs” to your sentences so that teammates clearly know that your intent is to pass the focus. It can also be exciting to vary the rhythms between each line of dialogue as the scene can feel stilted if you fall into a relentless pattern of predictable pauses and line lengths. A rotation of short lines in quick succession can create a wonderful juxtaposition to more measured sections. Alternatively, a character may make a style or tempo of speech part of their own individual game. I’d just echo the above warning about automatically inserting rehearsed dynamics rather than being open to finding them in the work. While the featured game is verbal in nature, don’t neglect the fact that strong physical and emotional offers can be made “out of sequence.”

In Performance

This game moves in and out of rotation in my current improv home, but I’m always happy when we re-remember it! It’s an improv handle that can also facilitate interesting and nuanced storytelling on the stage, which isn’t always a given unfortunately. If you are a voluminous or reluctant speaker, it can also help you break your own patterns as the scene really demands “equal” collaborative participation by its very design.

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

Connected Concept: Bulldozing

“B” is for “Bulldozing”

A player who tends to push their agenda aggressively and consistently onto their teammates.

Ways to Siphon the Fuel of Your Bulldozer

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Related Entries: Commandment #2, Give, Waffling Antonyms: Passenger Synonyms: Steamrolling

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
© 2020 David Charles/ImprovDr

Connected Game: Speak in Turn

Game Library: “Fortunately/Unfortunately”

If you’re looking for a fun narrative exercise that explores various ways to disrupt storyline routines, Fortunately/Unfortunately should fit the bill!

The Basics

Players form a circle, and someone volunteers to provide the introductory sentence of an original story. As the narrative moves from one player to the next around the group, narrators alternate beginning their sentences with “Fortunately” or “Unfortunately.” The former preface invites a positive turn in events, while the latter serves as an introduction to a problem, complication, or disruption. The story continues in this pattern until a natural conclusion is reached. Several stories can be told in succession depending on the size of the group to facilitate full involvement.

Example

Player A: “It was her first day at her own real estate company, and Kira excitedly turned the door sign to open.”

Player B: “Fortunately, traffic had been surprising light that morning, and so Kira got a great parking spot right in front of her new office.”

Player C: “Unfortunately, she didn’t notice the pigeon perched in the oak tree sprawling over her freshly washed car until she looked through the glass door, and it was too late.”

Player D: “Fortunately, Kira was always prepared and had wet wipes in her bag that she pulled out to clean up the mess on the roof of her car.”

Player E: “Unfortunately, Kira’s first client arrived early, and she became flustered as she tried to minimize the embarrassing site of her dirty car.”

Player F: “Fortunately, Kira’s client, Claire, had parked under the same tree and suffered the same fate, so they shared a laugh…”

The Focus

There is an interesting (though albeit challenging) tension in this game as your lurch from good news to bad news and back again. Subsequently, each established routine will often quickly become disrupted or re-framed. Focusing on this skilled manipulation of the story arc is where the major gift of the game resides, but this might initially require a slightly more cerebral or patient approach.

Traps and Tips

1.) Beware of erasures or cancellations. There is a fine line between inverting the energy of a prior choice and accidentally negating or erasing it. For example, if the prior narrator establishes that it was a beautiful day without a cloud in the sky, and this is followed by an unfortunate thunderstorm, we have essentially wiped away the prior choice with our own. Similarly, if it’s established that a window-rattling thunderstorm is occurring and we immediately have the good fortune of it passing in moments, again we haven’t really taken on the weather as an important and essential fact. This may feel like a subtle distinction, but more dynamic stories will evolve if previously established circumstances are fully embraced and woven into the core of the story arc. New offers should strive to be additive rather than canceling.

2.) Avoid large narrative leaps or disproportionate problems. The story is more likely to feel successful and dynamic when small but significant choices are made that purposefully allow room for the additional ideas and advances of others. If Kira shows up on her first day to find her real estate office burnt to the ground as the first “unfortunately” complication, this may have the effect of leaping over dozens of smaller offers that could have, in turn, eventually led to this greater catastrophic outcome. You certainly could leap into the middle of a story in this fashion, but there is a value in looking for the subtle and inherent smaller steps that have their genesis in prior ideas. I’ve found players tend to err on the side of making major story leaps especially when they play the exercise for the first time: the game takes on a different energy and finesse when this is discouraged as a general approach.

3.) Endeavor to keep the forward momentum or central goal. This is another nuanced goal that can further sharpen the focus of this storytelling exercise. The abrupt changes between good and bad fortune can easily pull the story away from a driving objective or goal. Again, this is not necessarily problematic, and it can be exciting to watch the curve of absurdity exponentially grow as our central character faces one escalating and daunting challenge after another. But as I’ve tried to model in the example above, there can also be a value in applying this narrative technique to a more simple or “slice of life” scenario and then working to see if you can steer your protagonist through a measured and connected series of events. Can we ultimately help Kira win over her first real estate client in this new office in spite of an ever evolving series of challenges and setbacks? If her office immediately burns down, or a meteor destroys her car, or an earthquake consumes her, we are likely to quickly move away from the initial story objective or promise. Using the “fortunately” steps to reconnect the protagonist with their overall objective can help mightily in this regard.

4.) Discourage planning ahead. This is a particular challenge in circle games as players can have the very human tendency to count ahead, determine whether they are going to be “fortunate” or “unfortunate,” and then start composing their “great” choice well before the action actually gets to them. This tactic is often responsible for large story leaps as offers become disconnected from the unique gifts lying dormant in the prior narrative choice. Encourage active listening and a “looking backward” attitude that seeks the next step in the prior actions. If this planning tendency remains pervasive, you can also randomize the order of the narrative by having players throw the focus to a new player across the circle after each contribution (just make sure everyone is getting a chance to contribute).

In Performance

I don’t know if I’d necessarily advocate for such a predictable flip-flop of good and bad complications as a common scenic strategy, but the skill of being able to gently make matters better or worse is a critically helpful narrative technique. Played patiently and carefully, this exercise also teaches pacing and the effectiveness of making proportionate choices that enable the game to gradually build as opposed to leaping to a perceived destination.

Cheers, David Charles.
www.improvdr.com
Join my Facebook group here.
Photo Credit: Tony Firriolo
© 2020 David Charles/ImprovDr

Connected Concept: Breaking Routines

“B” is for “Breaking Routines”

Connected Game: Fortunately/Unfortunately

© 2020 David Charles/ImprovDr
www.improvdr.com
Join my Facebook group here.
Cheers, David Charles.

Related Entries: CAD, Commandment #7, Game of the Scene Antonyms: Balance, Platform, Routine Synonyms: Ignition

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Some Methods for Shaking Up the Routine

The improv proclivity for upending expectations and norms.