Hello improvisers
Oh gosh, I am just the worst. If my Deal is 'Post Reflections really late' then by gum I'm succeeding. I am sorry for not updating sooner.
That being said, here are my thoughts on Monday's Improv session.
Warmups
A big thanks to the Captains for running KQPH! Be sure to thank them the next time you see them! (Thanks, Captains!)
My advice for this game is to try finding partners that you haven't worked with yet. KQPH is a great opportunity to meet new people and to build community! What a fantastic gift that the Captains have provided!
We also played Do Ron Ron and Coon-Jah. From what I was able to gather, everybody is becoming more familiar (read: having more fun!) with these games. I'm certain that everybody is finding their way with these games. Here are a couple points to help you along.
Do Ron Ron
- Be Loud! You'll instantly improve your effectiveness as an improviser if you speak up! You'll enable the audience to forge a stronger connection while giving your teammates more ammunition for the scene.
- Try to fill up the whole line! (e.g. "Well, I went to the store and I bought some snacks" instead of "I like snacks")
As a sidenote, your enthusiasm and skill while playing this game are remarkable. I'll explain why I'm making this observation. I recently attended a McMaster Improv Team practice. During the practice, Colin and Matt (who you now know!) were teaching Do Ron Ron. We were going around the circle, having a good time and making silly rhymes, when one gentleman decided to begin the next round of rhymes with the line 'This game sucks'. Talk about a mood-killer!
Now, there may be several reasons why he chose to say this line. I won't assume that he simply didn't like the game. Do Ron Ron is silly and goofy and fun, practically the shortform improviser's dream game (It's my personal favourite for just these reasons). It may not be everybody's cup 'o tea, but as an improviser, it's your job to say 'Yes' to everything. Perhaps he was nervous about his participation. Rather than admitting his nervousness and uncertainty, he elected to take the stance of 'aloof and disconnected coolness', which in actuality just killed the mood that Colin and Matt had established. Perhaps he viewed himself as being 'better' than the game, though I'm not certain why. Really, now that I think of it, I could be completely missing the mark here. I shouldn't make assumptions about his character. He's more than likely a great guy who is charming and funny and entertaining (just like all improvisers). The next time I see him, I'll ask him why he elected to make such a noticeably negative comment.
Anyway, my point is that I have never seen this sort of attitude with the Robert Bateman Improv Team. You have always been enthusiastic and happy and positive. Your attitude is what makes the RBIT such a wonderful community. Keep it up!
Coon-Jah
- Again, volume! Be loud!
- Be expressive! If it's your turn to Toki Toki, then fling your arms about wildly and dance! It will be more fun! Take a risk!
Two-Line Scenes
Players form two lines, running vertically along stage left and right. Two players (the downstage-most players) enter. One person says a line and the other person responds to it. Players then switch sides and move to the back of the line.
These scenes were wonderful. Everybody made strong decisions and heightened beautifully. Highlights include Jude's brilliant 'Door Contractor', who made appearances all throughout the game. Highlights also include Callum's impersonation of me. That was brilliant, Callum. Honestly, though, the whole game was wonderful. You all took to the game quickly and confidently.
Here are some tips:
- Again, volume! Too often I see improvisers that are too quiet on stage. I have never seen an improviser who was too loud.
- When you were the person responding to the first line, when did you feel most supported? When did you feel like you had a clear idea of your viewpoint? How can you make it so that your teammates experiences these same feelings of support?
- When you were the person initiating the scene, when did you feel as though your scenes were successful? Was there something that you said or did that led to a more successful scene? What can you take away from this game?
I will do my best to provide you with advice on how to begin scenes. This advice is best communicated through practice, though. I will keep this in mind for the next time we meet.
Doublemint Twins
One person enters a scene as a person with certain characteristics. Another person enters the scene as a different character, with the exact same characteristics.
Basically, Doublemint Twins is an exercise in accepting viewpoints and heightening them. Ideally, it demonstrates that taking on similar viewpoints is not a poor choice, but more often than not a very entertaining one! Now, admittedly, having two characters who are exactly the same isn't realistic. You're not going to find a situation similar to Doublemint Twins in reality. (Well, maybe you will, but I don't feel like arguing probability). However, Doublemint Twins does not ask that your characters share the same opinions or ideas about everything. It merely asks that you accept the same characteristics. You could have a scene about two political candidates, both huffy and irritable (and with a characteristic tic each time they speak), who have entirely different stances on political issues. It's people with similar characteristics, but not necessarily similar ideas. Does that make sense?
Basically, just become the character that your teammate has established. If you're the second person in, when did you feel most supported? When did you feel as though you were in the 'zone'? What did your teammate do that made your role easier?
Say One Thing, Do Another
Two people act out a relatively simple or common task, all the while talking about anything but the task they are doing. For example, two Kindergarten teachers clean up a room while talking about the kids that they teach.
Who here has made a sandwich? I know I have! When you're making the sandwich, do you narrate everything that you're doing? Or do you make the sandwich while you talk about Baseball, or your plans for the day, or Minecraft? You'd be surprised how often improvisers run a scene with the entire focus being on the 'What' aspect. Put the 'What' aside. Focus on your relationship. Let the 'What' initiate the scene, but make a move towards exploring your relationship. In Improv, an honest and truthful human connection is always a worthwhile pursuit. I would hazard that this advice extends to reality, too. This game helps you to make the transition from single-dimension 'What'-driven scenes to truthful, fully-fledged, multi-dimensioned scenes about connections and relationships. That's definitely a transition worth making.
~
I believe that, unless I am mistaken, I have covered everything we did during Monday's session. I hope that it has made sense, at least in part. As always, if you post your comments or reflections, I will read and respond to them.
Thanks for a great session, gang.
Be on the ready,
Cliff
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3 comments:
i believe you missed freeze and the game where you tap someone out and replace them.
brandon Phillips
Hey Brandon
You're right, I forgot both of those games!
Here are my explanations and some advice:
Freeze
Two people begin doing a scene. People in the back row yell 'Freeze', and replace one of the actors in the scene. The new actor then begins an entirely new scene.
This game is entertaining. My suggestion is to make strong choices when you begin a new scene. Create something big! Focus on the relationship, rather than the action that you are doing. (On the 'Who', and not on the 'What'). Don't feel as though you need to speak immediately: You can let the scenes develop!
If you are uncertain as to what to do, you can try picking one of these three things: Mime an object (as long as it's directly related to the scene that you're doing and isn't arbitrary), Display an Emotion, or do something Visceral. (We'll talk).
I am hoping to work with these ideas during today's practice.
Macroneato
'Marconeato' is the name of the 'Tap Out' game. Two improvisers begin a scene. The other improvisers decide who will be the 'Driver' of the scene. (i.e. who will be the character that remains in every scene). Other improvisers 'tap out' the improviser who is not the driver, and the audience gets to see the driver in a variety of different, more heightened scenes. The driver keeps his or her character consistent. They can only become bigger throughout the game.
The key to this game is putting the driver in bigger scenes. Endow them with bigger offers. This endowment will allow the driver to become bigger and bigger. Boom! It's a nice way to see the progression of one character.
I think that covers it. Thanks for the reminder, Brandon.
Cheers,
Cliff
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