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05/01/2013
1.1 - The Self Contained Emotional Statement

THE SELF CONTAINED EMOTIONAL STATEMENT How do you start an improv scene? My answer was forged from the perspective of giants' shoulders. Mick Napier, of The Annoyance Theater, says we start with just one thing. - Assume a posture. - Grab an object. - Start a motion. - Engage your environment. - Embody a character. […]

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05/01/2013
1.2 - Collaboration

YES, GOOD IMPROVISATION REQUIRES A GROUP. AND, WE AGREE. A great improvisational performance requires both a group and an audience. It’s the collaborative building that makes improvisation exciting. The ability to riff is dependent on having something to riff off of. The definition of riffing demands that there be an “accompaniment” or “exchange.” Sure, a […]

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05/01/2013
1.3 - Game Mechanics

OFFER, SET, CEMENT: THAT'S GAME! Some definitions: 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 A rocketship, A thumb and An aardvark. That's a fine pattern. A rocketship, A thumb and An aardvark. […]

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05/01/2013
1.4 - To The Ether Games

TO THE ETHER Games I like Frisbee. I like hacky sack. I like hitting this one stick I wrapped in ribbons with these other two sticks I wrapped in different ribbons. I like the Grateful Dead. I like acoustic guitar around a beach bonfire. I like blowing into this diggerydoo I crafted in the company […]

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05/01/2013
1.5 - Help Desk Games

HELP DESK Two players meet in the middle of the stage and focus on figuring out the scene together. I want to return this vacuum. What’s wrong with it? Or... I want to see a manager. Ma’am, he’s on a break. Or... I bought this and it won’t work. I’m going to need to see […]

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05/01/2013
1.6 - More Help Desk Games

HELP DESK HELP YOU Through the progression of a Help Desk game’s dialogues, we heighten the participants’ personal games. Two players swapping opinions on a piece of art can be a pretty funny scene. But, with Help Desk game mechanics, we can heighten personal games to make the characters’ emotional perspective more important than the […]

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05/01/2013
1.7 - Hey Everybody Games

HEY EVERYBODY! How do you focus a Ten Person game? Step right up. Step right up. I want to ride the roller coaster. You’re too short to ride this ride. See the two-headed boy for two dollars. I’m afraid of clowns. I ate too much cotton candy. Where can I buy beer? I’m on mushrooms. […]

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05/01/2013
2.0 - "Two Person Scene" Theory

When we whine that we don’t want to do group game work anymore, we ask, “Can we just do some two person scenes?” We want to breathe. And we equate “two person scene” with “time to breathe up top.” There’re just two of us; there’s less impetus to force our voice into the scene. We’re […]

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05/01/2013
2.2 - More "Two Person Scene" Practical

How do we build our two person scenes after the initiating sequences? Practice. Let's review the components of strong two person scene initiations: 1. From the moment you enter the stage, actively engage either your environment or your scene partner with an emotional perspective dialed up to 11. That is all. With that, or those, […]

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05/01/2013
3D.2 - Subsequent Beats

Pop quiz, hotshot. What do you take as inspiration in initiating subsequent beats of a scene during a long-form show? A. This makes me think of that B. If this then what C. If first beat is "a day in the life," then second beat is "the day when X happens" D. If a character […]

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