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01/28/2013
Pattern Into Game exercises

Understanding the atomic structure of patterns can help a group collaboratively build complex and evolving molecules. Devotion to pattern analysis will foster Pavlovian pattern recognition. Pattern – a sequence that can be repeated / a structure that can be reused Game – a sequence of actions, related by rules of cause-and-effect, that heightens with repetition […]

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01/28/2013
To The Ether Game exercise

The fun of collaborative creation is confidently following wherever it goes. A commitment to making moves in the context of all that precedes them can help a group shape that creation without controlling it, focusing the group’s progression for maximum heightening and impact. To The Ether games are the simplest in terms of pattern components […]

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01/27/2013
Help Desk Game exercise

Help Desk Games:  A pattern can be based around a series of interactions.  This game rubric can be especially helpful in making scenes that had been bogged down in transaction, negotiation and/or conflict look good. Suggested Exercises: HELP DESK – Have a player assume a character and introduce a place of business; “The Help Desk […]

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01/27/2013
Hey Everybody Game exercise

Hey Everybody Games:  The potential for trouble in a “Hey Everybody, get out here” initiation is high. Players may rush out on stage to support the initiation with disparate reactions that then battle for dominance; chaos ensues and awkwardness follows. Or, though players may rush out on stage to support the initiation, they await to […]

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01/27/2013
Organic Group Games class

Objective: Building patterns one step at a time, it doesn’t matter what “type” of game we’re playing.  From any Offer, through agreements’ simplification, repetitions’ clarification and progressions’ heightening a group can confidently navigate and focus “organic” games.   5.0  Warm-Ups: Build energy and concentrate energy. Suggested Exercises: CRAZY EIGHTS 21   5.1  One Start, Multiple […]

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01/27/2013
Walk On definition

Walk-ons – we can enter a two player scene in progress as another character, offering a move that contributes to the progression of the game(s) at play. Two high school boys are feeling self conscious in the hallway so Player 3 enters as a mean girl to point out their foibles. Two players are arguing over […]

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01/27/2013
Cut To definition

“Cut-to” – when players doing a scene refer to a particular moment (from the past, future, etc.), a player comes onstage and announces “Cut to: that moment” and we see the moment. A comfortable ensemble can perform the “cut-to” (also called flashback, show me, etc.) without telegraphing the move by shouting “Cut to.”  As with walk-ons, a “cut to” […]

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01/27/2013
Tag Out definition

Tag out – a “tag out” allows the audience to see how a character from a previous scene will react to another character/scenario/etc.  To perform a tag out, a player enters a scene in progress and literally tags the player that he/she will replace on stage.  The player tagging in should work to be clear in […]

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01/27/2013
Scene Painting/"We See" definition

Scene Painting/ “We See” – we can come in from offstage to describe (and physicalize) a previously unseen “visual” aspect of the scene. For example, a pompous character is painted with a monocle, “#1 Boss” button, etc. For another example, a scene with a child bemoaning having to do his/her chores is painted with a window […]

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01/26/2013
Pivot definition

Pivot (Swivel/Barn Door) – Rather than Tag Out and Tag Back In, the Pivot allows two scenes to happen without players having to leave stage.  For example, Player 1 is telling Player 2 all about his success in last night’s date.  Player 3 enters stage on the other side of Player 1 from Player 2 to […]

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