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All
this information is wrong in the sense that no one set set of
guidelines is right for any person. However, the only way to get
good in something as difficult as improv is to listen to a lot of
people and choose the ideas you like. If you don't like one of
these guidelines, ignore it. Or try doing the opposite - maybe
you'll find something better..GIF)
ACCEPT
INFORMATION: "YES AND"
When
you get a piece of information from another actor, first, accept it
as fact and second, add a little
bit more information to it. If
somebody tells you that you're wearing a hula skirt, tell them that
yes you are, and you made it right here at Club Med. Keep doing this
long enough, and you'll have a scene full of fascinating facts,
objects and relationships. Fail
to do this and everyone will hate you, even your mom and dad.
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ADD
HISTORY
The
swiftest way to add reality and depth to a scene is to have the
characters call up specifics from their common history. A simple
exchange such as:
--“Are
you trying to get us arrested?”
--“Like
the time we ran naked through the Yale-Princeton field hockey
game?”
A
few words properly placed can fill provide a metric ton of
information. From the example above, the audience and actors now can
infer characters are college boys, they are troublemakers, they are
upper-class, they are educated, they are from New England, they
drink to excess, they have police records, they are old friends, and
much more. With one sentence, the amount of information the
improvisers can now draw on has grown exponentially.
Some people suggest staying
in the present tense at all times. This is lunacy. I agree, however,
that you should avoid talking to much about the future. Things is
the future might happen, they might shape your characters. Things in
the past did happen, they did shape your characters.
ASK
YOURSELF “IF THIS IS TRUE, THEN WHAT ELSE IS TRUE?”
Often
in improvisation, things deviate from the normal, the usual. (This
happens for a number of reasons and it is usually not intention –
improvisation is constrained communication so misunderstandings are
bound to occur. These misunderstandings, among other things,
can lead to departures from business as usual.
When
in situations that are fantastic, there is a simple maxim to govern
your action: “If this is true, then what else is true?” It’s a
question you can ask yourself at every second of the scene. Each
time you find the answer, you can play it out. Before you know it,
you’ve built a solid scene around a core idea.
Example:
Suppose, a character picks up the phone and makes a call. Due to a
misunderstanding over names, the improviser on the other end
doesn’t recognize the requested name and says it’s a wrong
number. The caller hangs up and says to the scene partner that there
is something wrong with him and he only dials wrong numbers lately.
The
other improvisers accept this as true and then ask themselves what
else would be true if this guy can only dial wrong numbers.
They come up with new scenes
and initiate them. Someone initiates a fire in the scene and tells
him to dial 911. The person on the other end says “411”. The guy
tries to call his girlfriend and gets another woman on the line, who
recognizes him from previous wrong
number and starts to flirt with
him.
The
real girlfriend suspects something is up, uses reverse lookup, and
rings the doorbell of every woman whose phone number is 1 different
from hers and launches into a third degree. The hi-jinx continue,
each person just asking themselves “if this guy only dials wrong
numbers, then what else is true?” and then “ok, supposing that
consequence of his dialing wrong numbers has happened, now what
would be true?”
BE
VERY SPECIFIC
If
you're going to say "nice car!", why not make it
"nice, a 1979 Subaru Station Wagon!" If we know the Subaru
owner is a 21 year old woman, suddenly we can visualize her (well,
maybe you can’t, but I can: she has dried white and blue oil paint
on her fingers and long brown hair). A more vivid image opens up a
rich, new world. Adjectives are the WD-40 of scenes, as
they get the scene going faster.
BEGINNING
SCENES
Basically,
you want to cut to the interesting stuff as soon as possible. This
is why we sometimes advise: start the scene with two people on, or
start the scene with two people with common history.
Why
have a scene that goes:
--Hi.
--Hello.
--What's
your name?
--Jim.
And what's yours?
--Mike.
--What's
new?
--I've
got one month to live.
When
you can have a scene that goes:
--Jim,
I've got one month to live.
--Ouch.
Margarita?
--My
treat.
COMMENCE
WITH CHARACTERIZING ACTIONS
Characterizing
actions are those which define a character's occupation or role,
such as a teacher erasing a blackboard, a janitor cleaning up, or a
child playing with toys, are excellent for starting scenes. They say
a lot about what is going on and thus help the scene get to the
point faster. (Note that the scene need (and often should) not be
about drinking a beer or chopping lettuce just because that's what
one of the characters is doing.) Two people can start a scene
engaged in an action together.
By putting status into this two-person action, a lot of
information can be communicated very quickly.
For example, consider a scene which starts with one character
hitting tennis balls, and the other chasing around after them.
The audience knows what the status is and where the
characters are before the scene even starts.
DON’T
DENY (beginners)
Denial
is trashing what somebody else has set up or is trying to set up.
There are many forms:
Mime
Denial:
Somebody spends five minutes setting the dining room table,
another character walks right
through it. This will
make the audience squirm and
gasp and have an icky feeling.
Character
Denial: Not letting the
other person be what she wants to be.
--Hi,
I'm your Dentist.
--No
you're not. You're my gastroenterologist!
Location
Denial: Contradicting
setting information someone else established.
--Periscope
down.
--What
are you talking about? We're in a helicopter!
The
denying actor is not reacting to the presented information. Denial
makes audience and cast uncomfortable. All denial can be
rectified with Justification, but it's a real skill.
People
advanced in improv can tell the difference between bad denial and
comedic denial. In the
latter, denial can make sense within in the logic of the scene:
i.e., if Don Quixote were the helicopter pilot, he may say
"periscope down" and need to be corrected by his
straight-person assistant. However,
it requires a lot of respect (the opposite of denial) to get to the
point where the audience understands that the captain is a Don
Quixote.
Furthermore,
experienced actors may appear to deny each other when playing games
of one-upsmanship, but, upon closer inspection, they are accepting
the information the other presents, then adding to it and raising
the stakes. For example:
--Now
you shall die by my sword, certified to be the sharpest in the land
Schiiing.
--Sharpest
in the land! You mean
you don't import your swords? Scha-schiiing.
The
response accepts what was stated, and one-ups it by finding a way to
beat it without denying it. A
denying response would be, "Well, your certificate lies.
Shluuung". Accept
and justify the information that others provide.
It makes the scenes flow easier, and is simply less
aggressive than denying what your fellow actors have created.
Two
exercises can help people overcome the denying urge.
One is playing the denial game (i. e., playing out scenes
where every line denies the other character's previous line) to make
one another conscious of the bad habit. Another rehearsal exercise,
just for beginners helps to point out each others denials in scenes:
simply respond to your fellow actor's denials with "there's no
denying that!".
ENTER
AND EXIT WITH PURPOSE (beginners)
Entering,
exiting and staying put should have a reason, be justified. This is
the purpose of playing the game Entrances and Exits (go figure) in
rehearsal. Don't just
say "OK, bye" and walk out of a scene. Give a reason.
Unjustified exits tend to be a problem novices have.
GET
BEHIND THE STORY
Try
not to think about yourself in long-form. Instead, always ask
yourself "how can I contribute to the larger picture?" and
"what is my function in this piece?". A structured
long-form piece, like an episode of the Simpsons, should have a main
character.
GIVE
YOURSELF A SUGGESTION WHEN YOU DON'T ASK FOR ONE
We
all know scenes are better when you enter them with an attitude,
activity, or emotion -- so just pick one for yourself either
randomly or in response to the other character, and you'll have a
better scene.
GO
AGAINST THE VOICE OF REASON
In
our everyday lives, it often makes sense to follow the voice of
reason. In real life,
if your friend says “I’m ugly”, you may tell them they
aren’t, even if they are. Why? Perhaps because you feel it’s not
important, you want them
to feel better, you want to preserve your friendship, and so on. On
stage, a different logic may apply.
Audiences come to the theater to
escape the mundane logical world, they sometimes want to see the
barriers lifted. You may respond to
“I’m ugly” with “you know, I’ve been meaning to say
something...”. You may rob a bank because someone tells you to.
You may play sycophant to your abuser. In short, you may do things
onstage the real you wouldn’t do. Try going against the voice of
reason, it’s liberating. You don’t have to justify your actions
much, sometimes “I don’t know why I’m doing this, but ...”
is sufficient.
GO
LINE FOR LINE
You
can almost guarantee a good improvisation if each player says one
line at a time and then listens to the other character's line and
responds. The response
should be based on the last
thing the other character said.
JOKES
(beginners)
Never
try to be funny or tell jokes on stage. Humor will arise naturally
out of tight relationships and solid, simple plots.
JUSTIFICATION
You
must provide reasons for everything the audience sees that doesn't
make sense. If you
don't, it will disconcert them.
That is, if 3 characters each mime the refrigerator being in
different places, then the character who damns putting rollers on
the thing will put the audience's mind at ease and allow them to get
into the story and characters. They will also get a laugh, but that
doesn’t matter as much.
KEEP
THE FOCUS HUMAN AND ONSTAGE (beginners)
Careful
not to stare too long at objects that are offstage, on the floor or
in your hand. What's interesting is a human reaction to the object,
not the object itself.
MAINTAIN
YOUR CHARACTER'S POINT OF VIEW
If
a character starts out adoring spider monkeys, but then decides she
hates them 10 minutes later, it may confuse the audience and your
fellow actors. They'll
be like huh? If you're consistent, then the
other actors will best know how to support your character.
MIME
BETTER, MUCH BETTER
50%
of what the audience thinks of you as an improviser hinges on the
quality of your mime and physicality. Don’t believe me, go out
this week and watch the best improviser in your city. I’ll bet you
they do incredible object work. Sadly, few improvisers ever do
anything to improve their mime and few teachers have any worthwhile
mime exercises. Use this fact to get ahead in life, kid.
PLAY
THE OPPOSITE EMOTION
Something
to try now and then in two person scenes.
For example, if one person is frustrated, come on at ease and
relaxed. A basic
comedic structure which is the basis of many comedic movies, plays,
and TV shows.
PROVIDE
INFORMATION ABOUT THE OTHER PERSON
Scene
going nowhere? Tell the
other character something about him/her self.
The simple comment "Nice tuxedo", can launch into a
back-room panic session between a groom and his best man.
Getting specific makes scenes go somewhere fast.
Staying vague leads to scenes about two nondescript people
standing in the middle of nondescriptland talking about tacos. Just
kidding, tacos are descript.
RAISE
THE STAKES
Scenes
that are going nowhere can be much improved by putting more at risk,
that is, introducing some large consequence for
the characters.
Why
have:
--Hey,
if you buy me that piece of candy, I'll eat it.
When
you can have:
--Hey,
if you give that cop a wedgie, I'll let you kiss me.
TAKE
CARE OF YOURSELF
This
simply means going into every scene with an activity or emotion.
This does several things i) it gets the scene going faster ii) it
provides information which your partner can use iii) and, perhaps
most importantly, it gives you something to do which makes the
audience comfortable. What do I mean "comfortable"? If the
audience sees you standing there doing nothing, they think "oh
no, he doesn't know what to do. He's worried.
He's confused". Then they feel bad.
The audience wants the actor to succeed. The
moment you launch into an activity (baking bread, counting money,
sweeping the floor) or an emotion (hope, love, pride), the audience
thinks "oh, I see. They
know what's going on. They have a plan" and then they relax and
enjoy the show. Of
course, you don't really have a plan, and you don't really know
what's going on. As
Mick Napier said: "improvisation is the art of being completely
O.K. with not knowing what the f-- you're doing."
In more polite English, the best improvisers appear
completely confident even when they have no idea what's going on.
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THE
BEST ADVICE I CAN GIVE ANY IMPROV GROUP
***
See
“Go line for line.” It’s really that simple, people.
TWO
PERSON SCENES
When
your long-form piece is getting out of control, returning to two
person scenes and "going line for line" will restore
harmony in no time. (Yes, I know this is the third time I’m saying
this, but it’s just that true.) The number two can be held steady
by having new entrances cause immediate exits of other characters,
but this shouldn't go too long. If the stage is crowded, then
low-impact is the best policy for the non-essential characters, as
well as clustering,
that is, forming a group (physically and ideologically) behind a
leader. Please don't abandon someone
on
stage unless they want to be left alone there.
QUESTIONS
THAT TAKE WITHOUT GIVING ARE BAD
Why
ask a question on stage? Are
you expecting your fellow-actor
to have a ready answer?
What if she doesn't? Doesn't
that put her on the spot? Don't most questions slow the scene
unnecessarily? If it's
a yes-no question, are you prepared to react to both yes and no
answers?If no, then aren't you in trouble if the wrong answer comes
back? If yes, then aren't you writing?
Any
question can be turned into a statement.
The nice thing about statements is that they provide
information you and your fellow actor
can
immediately start building upon.
Why
go through:
--What
time is it?
--Uh,
3:30?
--Are
you ready?
--Yeah,
are you ready?
--What
are we doing?
--I
don't know. What's the
capital of South Dakota?
--Uh,
Fargo?
When
you could have:
--It's
3:30
--We're
right on schedule.
--Johnson
should be handing the teller the note right now.
--It's
3:31. Ski masks on.
--Think
I have time to run to the bathroom?
--Why
don't I ever get paired with Johnson?
Questions
which don't require answers are fine.
Questions which provide more information then they demand are
fine, too, e.g. "Think I have time to run to the
bathroom?" This question introduces information, raises the
stakes, and doesn't require the fellow actor to come up with a
response. Rhetorical questions are fine, e.g., "Why don't I
ever get paired with Johnson?"
A
drill to point out question-asking in rehearsal, is to respond to
each other's questions with "that's a good question ..."
or adopt the Yiddish practice
of answering with the exact same question:
--What
do you want? [bad
question, contributes nothing to scene]
--What
do I want? [actor 2 points out that actor 1 is putting him on the
spot
instead of contributing]
--Look, I'll get you the money tomorrow [hurrah! actor 1 gets the
message]
“WHAT
MAKES TODAY SPECIAL?” IS A FINE QUESTION TO ASK YOURSELF
Think
about a scene as "a day unlike any other day."
When it seems like something big or outrageous is going to
happen (e.g. someone is about to confess their love, someone wants
to rob a bank, wants to swim naked in the river, don't just talk
about it -- do it. In
relationship scenes, think about saying the thing you've been
waiting to say for 5 years (e.g. I love you, I love your twin, I ate
your hamster ...)
“WHO
WHAT WHO WHERE?” ARE GREAT THINGS FOR PEOPLE STARTING SCENES TO
ASK THEMSELVES
A
fine way to start a scene is to lay out who both people are, where
they are, and what they are doing.
You may provide this information or do it for the other
character. Just be sure
to accept all information the other character provides for you. Who?
what? who? where? is nicely followed by raise the stakes -- sort of
an opening gambit for improv scenes.
APPENDIX
Here
are some vocabulary terms I've grown to know and love:
blackout
- A very short scene, often just a few seconds.
Three of
them
make a runner.
characterizing
action - an action which
says to the other performers and
the
audience what sort of occupation or social role the character has.
These
are often used to begin scenes, such as when teachers erase
blackboards,
and what not.
denial
- Trashing what somebody else has set up on stage, be it mime or
fact
fourth
wall - The wall that
isn't there which, if existed, would go
between
the players and the audience. Beginners
need to be careful about
turning one's back on the fourth wall!
gag scenes - Very short,
funny scenes. People
doing them should not
feel
obligated to further the plot or present any vital information.
These
scenes are just plain fun and the people on lights should treat them
as such.
geography
warmup - is spelled as
follows:
Trinidad
and the big Mississippi
and
the town of Honolulu
and
the lake Titicaca.
The
Popocatepetl is not in Canada
but
rather in Mexico, Mexico, Mexico
Canada,
Malaga, Rimini, Brindisi
Canada,
Malaga, Rimini, Brindisi
Yes
Tibet Tibet
2
3 4 (repeat)
Notes:
Popocatepetl ((po po ca te' petl) nickname Popo) is a volcano in
South central Mexico which erupts all the time, even 11 days before
I wrote this. It is not
a seaport. Malaga is a
seaport in Southern Spain, home of strong, sweet Malaga wine.
Rimini is a seaport in Northeast Italy, which is like Fort
Lauderdale for European youth.
Brindisi (Brin’de zi), sometimes nicknamed and
mispronounced "sleazy Brin dee' zee," is a seaport in
Southeast Italy where you catch the ferry to Greece. A girlfriend
and I once asked the tourist office if there were any movies in
town. "Only for
men," they said.
justification
- providing an explanation for something the audience saw that
didn't make sense
reflexive
action - an action a
character does repeatedly and unconsciously.
Helps make the character stand out from the crowd, as well as
seem familiar like an old friend, or that special pair of moccasins.
One way to "take care of yourself" on stage.
rule
of a thousand -
continuing on after the rule of three until things become funny
again. Some people
believe this works something like a sine wave, so there's always
hope some thing may get funny again even if it's starting to look
really desperate.
rule
of three - Three
humorous events (scenes, jokes, etc.) on the same topic or with the
same gist. The third is
always the hardest hitting.
runner
- three blackouts on the same theme with the third one being the
biggest larf of all.
status - Whoever has influence
or control over a situation has the higher status in the scene. Many pre-defined stock relationships, such as, judge /
plaintiff have status build right into them. Status can easily invert and this can become the plot of
entire stories, a la Trading Places.
yes
and - two great words
which encourage the person who says them to accept information and
add to it
MAKE
SURE TO READ Doug's Great Article
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Next
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Kiss
the Lizard- Doug Kassel
Advice
for
increasing the drama and energy in your scenes.
What's
Talent and How Do I Get Some? - Doug Kassel
Give
yourself time to learn and grow.
The Rules of Improv Part I
- David Alger
Some
basic and advanced "rules" to make your scenes stronger.
Making Sense of the Merkle -
Doug Kassel
Free
association and sound games for improving expressiveness. Dan's Site
About
Dan Goldstein:
Dan
embodies the unique
combination of a Ph.D. in business decision making with over
10 years of experience teaching improvisational theater. Dan
began creating improvisational theater formats in 1994 with
Chicago's SITCOM, which went on to be produced over 13 times
in cities from San Francisco to Slovenia, and followed its
success with COMMEDIA DELL'HIGH SCHOOL, produced in Chicago,
Boston, New York, and Seattle.
Dan's teaching experience includes giving workshops at The
University of Chicago, Stanford University, Harvard University,
Columbia University, as well as at festivals in the US, Germany, The
Netherlands, Slovenia, and Bosnia-Herzegovina. As a creator of
Sitcom, Dan won Chicago’s Morton-Murphy Award as has been featured
on the cover of Chicago Magazine as well as in The Chicago Tribune,
The Chicago Reader, and The Boston Globe. Dan studied and performed
improvisation at The Second City Conservatory, The Improv Olympic
Theater, The Annoyance Theater, The Upright Citizens Brigade
Theater, and The University of Chicago.
As a specialist in the field of decision making, Dan has lectured at
Columbia University, The Free University of Berlin, and The
University of Chicago in addition to speaking at over 25 conferences
in more than a dozen countries. Before moving to New York, Dan was
worked as a Research Scientist at the Max Planck Institute in
Germany, where at age 26, he was one of the youngest people to hold
the title of research scientist. In 1996, he was awarded Germany’s
Otto Hahn Medal for achievement in science.
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