Raleigh’s Village Idiots Scene list 1) MISSION STATEMENT ..................................................................................................................... 1-1 VISION ................................................................................................................................................... 1-1 MISSION................................................................................................................................................. 1-1 PHILOSOPHY ........................................................................................................................................ 1-1 2) DIRECTOR EXPECTATIONS ........................................................................................................... 2-1 3) PERFORMER EXPECTATIONS ...................................................................................................... 3-1 4) INTRODUCTION TO GAMES........................................................................................................... 4-1 What I call this game. ............................................................................................................................. 4-1 5) ADVICE ................................................................................................................................................. 5-1 Advice Panel ........................................................................................................................................... 5-1 Arms Expert ............................................................................................................................................ 5-1 Basic Cable Advice ................................................................................................................................. 5-1 Dr. Gene Misfire / Oracle ....................................................................................................................... 5-1 6) ELIMINATION..................................................................................................................................... 6-1 ABC / Alphabet Soup .............................................................................................................................. 6-1 Alliteration .............................................................................................................................................. 6-1 Korman (or Corpsing or Serious) Scene ................................................................................................ 6-1 Questions Only ....................................................................................................................................... 6-1 Rhyming Scene ........................................................................................................................................ 6-2 Variable Word Scene .............................................................................................................................. 6-2 What Are You Doing? ............................................................................................................................. 6-2 7) ENVIRONMENT .................................................................................................................................. 7-1 Build a location ...................................................................................................................................... 7-1 Real Estate Broker .................................................................................................................................. 7-1 Share a location ...................................................................................................................................... 7-1 8) FREEZE ................................................................................................................................................. 8-1 Build Up – Build Down .......................................................................................................................... 8-1 Death Pendulum ..................................................................................................................................... 8-1 Freeze Tag .............................................................................................................................................. 8-1 Space Jump ............................................................................................................................................. 8-2 9) GENRE .................................................................................................................................................. 9-1 CHANGING.................................................................................................................................................... 9-1 Changing Channels ................................................................................................................................ 9-1 Changing Emotions/Styles ...................................................................................................................... 9-1 Timeline Jump......................................................................................................................................... 9-1 Zones....................................................................................................................................................... 9-1 FORMAT ....................................................................................................................................................... 9-2 Ad Agency ............................................................................................................................................... 9-2 Addiction................................................................................................................................................. 9-2 Ritual ...................................................................................................................................................... 9-2 Reverse Scene ......................................................................................................................................... 9-2 Shakespearean Scene .............................................................................................................................. 9-3 Silent Tension ......................................................................................................................................... 9-3 Superhero Scene ..................................................................................................................................... 9-4 Unendowed Scene ................................................................................................................................... 9-4 i MOVIE .......................................................................................................................................................... 9-4 Academy Award Nominated ................................................................................................................... 9-4 Director’s Cut (see DVD Extras) ............................................................................................................ 9-4 Mixed Up Movie ..................................................................................................................................... 9-4 TV ............................................................................................................................................................... 9-5 Infomercial.............................................................................................................................................. 9-5 Jeopardy ................................................................................................................................................. 9-5 Newscast ................................................................................................................................................. 9-5 Mission Improbable ................................................................................................................................ 9-6 Talk Show, Prime Time ........................................................................................................................... 9-6 Talk Show, Morning ............................................................................................................................... 9-6 Television Show ...................................................................................................................................... 9-6 10) GIBBERISH ...................................................................................................................................... 10-1 NON-SCENE................................................................................................................................................ 10-1 Basic Gibberish .................................................................................................................................... 10-1 Gibberish Poetry................................................................................................................................... 10-1 SCENE ........................................................................................................................................................ 10-1 Foreign Movie ...................................................................................................................................... 10-1 Gibberish Opera ................................................................................................................................... 10-1 11) GIMMICK ......................................................................................................................................... 11-1 CHARACTER ............................................................................................................................................... 11-1 10 Characters ....................................................................................................................................... 11-1 Actor Switch .......................................................................................................................................... 11-1 Animal Magnetism ................................................................................................................................ 11-1 Doors .................................................................................................................................................... 11-1 Evil Twin ............................................................................................................................................... 11-2 Hitchhiker ............................................................................................................................................. 11-2 Human Resources ................................................................................................................................. 11-2 Old Career / New Career...................................................................................................................... 11-2 Road Trip (or Carpool) ........................................................................................................................ 11-3 Split Scenes (3 cell phones) .................................................................................................................. 11-3 Three Characters .................................................................................................................................. 11-3 Two-minute Relationship ...................................................................................................................... 11-4 PAIN ........................................................................................................................................................... 11-4 Mousetraps ........................................................................................................................................... 11-4 Oxygen Deprivation / Bucket of Pain ................................................................................................... 11-4 PIMP ........................................................................................................................................................... 11-4 Balloon Wars ........................................................................................................................................ 11-4 Double Endowments ............................................................................................................................. 11-4 Dubbing Scene ...................................................................................................................................... 11-5 Heighten & Explore .............................................................................................................................. 11-5 Hypnotist............................................................................................................................................... 11-5 Moving Bodies ...................................................................................................................................... 11-6 Sit/Stand/Kneel ..................................................................................................................................... 11-6 Stimulus Response ................................................................................................................................ 11-6 Superfriends Mission ............................................................................................................................ 11-6 Super Slo Mo ........................................................................................................................................ 11-7 Variable Player Scene .......................................................................................................................... 11-7 WORDPLAY ................................................................................................................................................ 11-7 Anti-elimination Games ........................................................................................................................ 11-7 First Line / Last Line ............................................................................................................................ 11-7 Innuendo ............................................................................................................................................... 11-7 Revolving Door ..................................................................................................................................... 11-7 ii 12) GUIDED/SCRIPTED ........................................................................................................................ 12-1 At the Movies ........................................................................................................................................ 12-1 Best Seller ............................................................................................................................................. 12-1 Blind Meeting (and Sub-Text Variation) .............................................................................................. 12-1 Director ................................................................................................................................................ 12-1 Five Minute Movie ................................................................................................................................ 12-2 Flashback ............................................................................................................................................. 12-2 God (God and Devil) ............................................................................................................................ 12-2 Hesitation.............................................................................................................................................. 12-3 Mystery Theater .................................................................................................................................... 12-3 Playwright ............................................................................................................................................ 12-3 Public Service Announcement .............................................................................................................. 12-3 Scenes from a Hat ................................................................................................................................. 12-4 Scripted ................................................................................................................................................. 12-4 This is Your Life .................................................................................................................................... 12-1 13) JUSTIFICATION.............................................................................................................................. 13-1 Accepting Scene .................................................................................................................................... 13-1 Amish Rake Fight.................................................................................................................................. 13-1 Boris Game ........................................................................................................................................... 13-1 Comic Book........................................................................................................................................... 13-1 Court Case ............................................................................................................................................ 13-2 Psycho-Analysis .................................................................................................................................... 13-2 Six Lines................................................................................................................................................ 13-2 Sound Effects ........................................................................................................................................ 13-2 Split Characters .................................................................................................................................... 13-3 Split Location ........................................................................................................................................ 13-3 Vacation Slides ..................................................................................................................................... 13-3 Whose Line is it Anyway? ..................................................................................................................... 13-3 14) LINE ................................................................................................................................................... 14-1 2008 ...................................................................................................................................................... 14-1 B-Movie ................................................................................................................................................ 14-1 DVD Extras........................................................................................................................................... 14-1 Famous Last Words .............................................................................................................................. 14-1 Pick-Up Artists...................................................................................................................................... 14-1 Product Names ..................................................................................................................................... 14-2 Sequel Taglines ..................................................................................................................................... 14-2 World’s Worst ....................................................................................................................................... 14-2 15) MUSIC ............................................................................................................................................... 15-1 NON-SCENE................................................................................................................................................ 15-1 Audience Recital ................................................................................................................................... 15-1 Blues ..................................................................................................................................................... 15-1 Do Run Run .......................................................................................................................................... 15-1 Emotional Symphony ............................................................................................................................ 15-1 Improv Jam ........................................................................................................................................... 15-2 Interpretive Dance ................................................................................................................................ 15-2 Madrigal/Unplugged ............................................................................................................................ 15-2 SCENE ........................................................................................................................................................ 15-2 Audition ................................................................................................................................................ 15-2 Bartender .............................................................................................................................................. 15-3 Mood Music .......................................................................................................................................... 15-3 Musical Start......................................................................................................................................... 15-3 iii Off-Off-Off-Broadway Musical ............................................................................................................. 15-3 Pick Your Note ...................................................................................................................................... 15-3 Song Cue ............................................................................................................................................... 15-4 16) NAIVE ................................................................................................................................................ 16-1 MIME.......................................................................................................................................................... 16-1 Fashion Show ....................................................................................................................................... 16-1 POW...................................................................................................................................................... 16-1 QVC Scene ............................................................................................................................................ 16-1 SCENE ........................................................................................................................................................ 16-2 Hijacker ................................................................................................................................................ 16-2 Interrogation ......................................................................................................................................... 16-2 Party Quirks ......................................................................................................................................... 16-2 Return Department ............................................................................................................................... 16-2 SEMI-SCENE ............................................................................................................................................... 16-3 Expert Guest ......................................................................................................................................... 16-3 Press Conference .................................................................................................................................. 16-3 Torture the Actor .................................................................................................................................. 16-4 17) REPLAY ............................................................................................................................................ 17-1 Anti-Improv........................................................................................................................................... 17-1 Countdown to Doomsday Challenge .................................................................................................... 17-1 Ding ...................................................................................................................................................... 17-1 Dude Scene ........................................................................................................................................... 17-1 Family Dinner....................................................................................................................................... 17-1 Forward/Reverse .................................................................................................................................. 17-2 If I had it My Way ................................................................................................................................. 17-2 Instant Replay ....................................................................................................................................... 17-2 Point of View (POV) ............................................................................................................................. 17-2 Rehash .................................................................................................................................................. 17-3 Remote Control Movie .......................................................................................................................... 17-3 Replay ................................................................................................................................................... 17-3 Rewrite! ................................................................................................................................................ 17-3 Take Two............................................................................................................................................... 17-4 18) STORYTELLING ............................................................................................................................. 18-4 Anthology .............................................................................................................................................. 18-4 Directed Story ....................................................................................................................................... 18-4 Limerick ................................................................................................................................................ 18-4 Monks’ Story ......................................................................................................................................... 18-4 One Word Story Die.............................................................................................................................. 18-5 One Word Song ..................................................................................................................................... 18-5 Poetry Corner ....................................................................................................................................... 18-5 Psychotic Story ..................................................................................................................................... 18-5 Radio Dial ............................................................................................................................................ 18-5 19) THREE PERSON TEMPLATES .................................................................................................... 19-1 Mediator ............................................................................................................................................... 19-1 Messenger ............................................................................................................................................. 19-1 Pecking Order....................................................................................................................................... 19-1 Provocateur .......................................................................................................................................... 19-1 Shifting Alliances .................................................................................................................................. 19-1 Threes a crowd ..................................................................................................................................... 19-1 Wallflower............................................................................................................................................. 19-2 iv 20) LONG FORMS ................................................................................................................................. 20-1 General Edits ........................................................................................................................................ 20-1 Montage ................................................................................................................................................ 20-1 Cut to Montage ..................................................................................................................................... 20-1 Documentary ........................................................................................................................................ 20-1 Follow the Action.................................................................................................................................. 20-2 One Act Play / Monoscene .................................................................................................................... 20-2 Pyramid Form....................................................................................................................................... 20-2 Support Group ...................................................................................................................................... 20-2 True Stories........................................................................................................................................... 20-2 21) WARM UPS....................................................................................................................................... 21-1 Big Booty .............................................................................................................................................. 21-1 Bippity Bippity Bop ............................................................................................................................... 21-1 Bunny .................................................................................................................................................... 21-1 Categories ............................................................................................................................................. 21-2 Counting ............................................................................................................................................... 21-2 Exaggeration Circle.............................................................................................................................. 21-2 Go ......................................................................................................................................................... 21-2 Hot Seat ................................................................................................................................................ 21-2 Hot Spot ................................................................................................................................................ 21-2 Jeepers Peepers .................................................................................................................................... 21-2 Next on Tafffy........................................................................................................................................ 21-3 One word story ..................................................................................................................................... 21-3 Pass/Catch ............................................................................................................................................ 21-3 Passing the Clap ................................................................................................................................... 21-3 Popcorn ................................................................................................................................................ 21-3 Sound Circle ......................................................................................................................................... 21-3 What’s in the Box .................................................................................................................................. 21-3 Whoosh-Bong........................................................................................................................................ 21-3 Word Ball .............................................................................................................................................. 21-4 Zip-Zap-Zop .......................................................................................................................................... 21-4 Zoom-Schwartz-Parfigliano ................................................................................................................. 21-4 v 1)Mission Statement VISION As a performing and teaching troupe, Raleigh’s Village Idiots will entertain our audience with high quality improvisational comedy theatre. MISSION To To To To To To place our audience’s entertainment above our own give the audience more than they expected explore the boundaries of improvisational comedy continue to improve as individuals and as a troupe dedicate ourselves to having fun at all times innovate and grow rather than let performance grow stale PHILOSOPHY We take our comedy seriously. Our main goal is to entertain the audience. In order to accomplish that goal we will insist on the highest level of performance from our members. Our members must be dedicated to growing and improving. It is the responsibility of all troupe members to be aware of the tendency to rest on one’s laurels and stagnate, and do their part to avoid that trap. The troupe will do what they do best for the audience, but continue to experiment and perfect new presentations of improvisation for the stage. 1-1 2)Director Expectations The following are the rules and expectations for the directorial staff of Raleigh’s Village Idiots. RVI is not a democracy and while the input and opinions of all members is appreciated, it is the responsibility of the Director to ensure that the troupe and its performances meet the highest standards. Many of the duties below can be delegated to an Assistant Director or other troupe members, but the ultimate responsibility (credit or blame) falls on the Director. The Director is the primary decision maker for the troupe’s creative direction. The Director is responsible for creating a show line up that is varied and showcases the skills of all performers. The Director is responsible for workshops and rehearsals. The Director plans and casts each show and need not explain choices. The Director is responsible for keeping the chemistry of the troupe optimal. To this end the Director is responsible for the hiring and firing of troupe members and may do so without notice or warning. The Director is expected to keep personal issues separate from professional issues and put show quality above all else. Though each performer has an individual obligation to better his or herself, it is the Director’s job to facilitate that growth. The Director, along with the Business Manager, is the official spokesperson for the troupe in dealing with press, bookings, and public relations. In the temporary absence of the Director, an Assistant Director (appointed by the Director) has all authority and responsibilities of the Director with the exception of personnel issues. During an extended absence of the Director, an Assistant Director’s authority and responsibility includes personnel issues. Just as the Director can dismiss members of the troupe, the troupe can require the Director to step down by a 3/4 majority vote. The Director would then be a regular performer, subject to dismissal by the new Director (chosen by the troupe in whatever manner they chose should the need arise). 2-1 3)Performer Expectations The following are the rules and expectations for members of Raleigh’s Village Idiots. Exceptions to these rules are at the discretion of the Director (or Assistant Director in the Director’s absence). RVI is not a democracy and while the input and opinions of all members is appreciated, the decisions of the Director are final. Call is 45 minutes before show time. Inform the Director 2 days in advance of a show if you are not available. Less than 2-day notice for missing a show requires a valid excuse (validity determined by Director). Regular attendance is expected at no less than 3 rehearsals a month. Your help may be required for pre- and post-show set-up, strike, and/or clean up. Show content should be appropriate for venue. If you’re not sure of the limits, ask before the show. No alcohol or drugs before a show. One-drink limit before rehearsal (if you can’t be all there, don’t be there at all) Performers are expected to keep personal issues separate from professional issues and put show quality above all else. All ideas and expressions of creativity are valid and welcome, but the call of the Director should be accepted as final in any and all creative disputes. 3-1 4)Introduction to Games The following games, scenes, exercises, warm ups, and sundry other things are for your reference. Many are games that I enjoy performing. Many are exercises that I enjoy umm exercising. Some I just saw online somewhere and thought, “Hmm, I should put this in the list, maybe I’ll use it someday.” To make terminology easy, I refer to them as games, but call them what you want (forms, handles, scenes, psychotic states). I’ve put them in categories for the sake of sanity, though some could obviously fall into more than one category and some have been stuck in sideways just to fit somewhere. Have fun. What we call this form. Ask for that we might ask for A brief description of the form and any variations that we feel like mentioning. We try not to be slaves to format so this is just a short general description. Focus: Keeping in mind that most games either were exercises or were based on exercises, it is important to focus on elements of the form which make it different from other forms. 4-1 5)Advice Advice Panel Questions are fielded Three players take the stage (sitting or standing) and a host asks the audience what problems they need help solving. Each player gives a different type of advice from an appropriate character. For example, one player gives advice that might help, one give advice that would get the audience member in worse trouble, and one gives off-the-wall advice. Variation: many groups do this as Good Advice, Bad Advice, and Off-theWall Advice. Focus: strong characters and reacting to the audience’s tastes as you go. Arms Expert Questions are fielded One player stands with his arms behind his back. Another player stands behind him, and sticks his arms out under the first player’s armpits. They either take questions from the audience, have a host to take questions, or perform an activity with the “blinded” player providing the arms and hands while the other player justifying “his” hands’ actions. This can be played with a volunteer speaker from the audience. Focus: changing between working with the speaker, and working at odds with the speaker; justification of mismatched actions. Basic Cable Advice Topic for the show Two players are the hosts of a basic cable call-in show. The other players take turns being characters that are calling in their problems for the hosts to solve. Focus: Obviously the characters are important here, but the secret is really the relationship between the hosts. Are they competitive? Antagonistic? Best friends? Dr. Gene Misfire / Oracle Questions are fielded A host gets questions and the players answer one word at a time, pretending they are one being. Dr. Misfire is a talk show expert with multiple heads; the oracle can be a totem pole with many arms or some other mythical combination of bodies. Focus: Quick smooth talking; avoid sounding like a computer; Dr. Misfire’s arms and legs should be synchronized. 5-1 6)Elimination ABC / Alphabet Soup A scene starting suggestion / starting letter The first word of the first line of the scene starts with the letter gotten from the audience. Then next player’s line starts with the next consecutive letter, and so on, through the alphabet. A variation is to have a third player who is not constrained by the alphabet. Whatever letter this player uses, becomes the current spot in the alphabet and play goes consecutive from there. Another variation is to get a word from the audience (5 or 6 letters long) and spell that word, rather than use the alphabet. A third variation is to have each sentence start with the last letter of the last word of the previous sentence. Variation: with or without elimination/replacement. Focus: Speed and rhythm. You want to fly through this game. The faster the lines come, the better. Play up the fact that you’re “nailing” the letter. In elimination versions, if you mess up, react big but happy. “Jump” into the game when replacing a player. Alliteration A scene starting suggestion The audience provides a letter of the alphabet for each player in the scene. Each player must use as many words starting with that letter during their entire dialog during the scene, while performing a technically sound scene. Focus: Obviously sticking to the gimmick is important in this game. Be sure to keep the scene moving, don’t get so caught up in the gimmick that you make no sense. Korman (or Corpsing or Serious) Scene Scene starting suggestion This game works best when you’re already in a really fun mood. Named for Harvey Korman’s tendency to corpse whenever Tim Conway went off on an improv tangent, this game is simple in theory. Perform a scene where your real goal is to make the other players break character by laughing. Laugh and you are replaced. Focus: Keeping a real scene going while eliminating people. Questions Only Scene starting suggestion Two characters start a scene in which they can only ask questions. If they make a statement, hesitate, ask a non sequitar, or otherwise disqualify themselves, a new player who takes over their character and continues the scene replaces them. Focus: Keep the scene moving and the questions coming, don’t worry too much about getting out. Get into the scene as fast as possible when replacing someone. 6-1 Rhyming Scene Scene starting suggestion The first player starts with a line of dialog, short and sweet. The next player rhymes it, and then does a set-up line. The first player rhymes the set-up line, and then does a set-up. When someone messes up the emcee rings a bell (or whatever) and the person messing up is replaced. The new player continues the same character and story, as fast as possible. Focus: Big characters (with names!) should be set up as fast as possible. Get into a rhythm (like Dr. Seuss) that everyone can work with easily. The faster the patter the better the gimmick. Variable Word Scene Scene starting suggestion; number of words per line The audience gives each player in the scene a number. This number is how many words each of that player’s lines must have. A scene is played with this restriction, based on audience suggestion. Players that mess up are replaced. Focus: The more natural the dialog, the better the scene. You shouldn’t have to find yourself visibly counting words. If you do have to do it, do it big and make it a gag. Similarly, talk normally. If you have to talk like Tarzan, play a dumb character and sell it. Appearing to try to “trip up” another player can work well, but don’t get carried away and hurt the scene. What Are You Doing? Themes, initials, etc Two players take the stage. Player A begins to mime an activity, any activity. Player B asks, “What are you doing?” Player A stops, turns, and responds with something completely unrelated to what she is doing (within the theme if there is one). Player B begins to do that activity. Player A asks, “What are you doing?” Player B stops, turns, and responds with something completely unrelated to what he is doing (within the theme if there is one). Play continues until a player is called out. Players are called out for: hesitating, not doing the activity, saying an activity too similar to what they are doing, repeating something already said, anything else that is a funny reason to call them out if done in performance. If done with initials, the activity must use the initials in order but can use other words, for example MRK: Making Really delicious Knishes. Focus: Doing one thing and thinking another. 6-2 7)Environment Build a location A specific location The director calls a location (like a fitness center, which when I started improv was called a gym). The first player takes the stage and uses one object in the location (like the treadmill) and then leaves the stage. The next person enters and uses the previously created object and then creates a new object before leaving. Everyone takes a turn (don’t go last). Focus: Remembering what has been created and where. Real Estate Broker A specific location One player is the real estate broker, showing the property to two or three other players. The players build the environment as they go along through descriptions, reactions, and using what they find. Focus: Creating specific objects to paint a scene. Share a location A specific location The director calls a location (like an office). The first player takes the stage and starts to do an activity that fits in that location (like sitting in a cube using a computer). One by one everyone takes enters the scene and shares the environment, doing a different activity. Focus: Creating specific objects and using them in an environment. Being “original” and “creative” while staying within a circle of expectation for that environment. 7-1 8)Freeze Build Up – Build Down Any suggestion or musician can play A player starts out alone on stage (dancing, miming an activity, or anything else). At some point another player or the host yells “Freeze.” A player then comes in and joins the first, initiating a new scene, justifying the first player’s pose. At some point another player (or the host) yells “Freeze.” She enters, joining the players already there, initiating scene 3, justifying all positions. This continues until all players that are playing the game have entered and started new scenes. Then, the last player to enter finds a reason to leave. As soon as they leave, the scene reverts to the previous set up, still in progress from before but at a later time point (as if it was still going on while we weren’t looking). The build down continues until the first person is alone again and goes back to their initial activity. Focus: As in any freeze game, get in there fast and initiate without taking time to think too much or letting the audience get ahead of you. Unlike freeze, you’ll likely be in the scene for up to a minute, so make it a good scene initiation, not a 1-line joke. Death Pendulum As many locations as you have players (at least 4) This is a variation of Space Jump, but deserving of its own entry. A scene is started in one of the locations. At some point someone dies. When someone dies the host yells out another location. A scene picks up there, justifying all the positions of the players (including the one on the floor) and continues until someone dies. The scene switches to another location until someone dies. Eventually you are jumping between locations where players have already died, in that case a standing player who is ‘dead’ must drop to the floor, and new locations of corpses must be justified. Continue until you switch to a place where everyone is dead. Focus: Keep the multiple (unrelated) scenes going while keeping track of if you are alive or dead in each location. Freeze Tag Public Place Two players start a scene. After a time, another player yells freeze and either joins the stage picture initiating a new scene based on everyone’s frozen positions, or “tags-out” another player and takes their exact position initiating a new scene based on the frozen positions. As the game goes on, the scenes become shorter, until they’re little more than one-line gags. Blind – players have their backs to the action and a host calls out Freeze (host can call in players or they can decide to go in for themselves.) 8-1 Double Blind – players have their backs to the action and call out “Freeze” without looking first. Rehash – players make call-backs, use old characters, continue old plot points, use “games” from earlier in the show. Focus: As in any freeze game, get in there fast and initiate without taking time to think too much or letting the audience get ahead of you. Freeze has a built in hot spot element. Don’t leave any players up there longer than their scene can support. If they get a big laugh right away, it may be appropriate to freeze right away. The further into the game you go, the faster freezes can come. Space Jump 4 locations and an object The players start a scene in one of the locations and include the object in the scene. At any time the host yells another location and the scene suddenly switches to there. Players must justify their locations and include the object in every location no matter what the storyline. Focus: Try to keep track of the multiple storylines, characters, motivations, conflicts, etc. 8-2 9)Genre Changing Changing Channels A scene starting suggestion, a TV genre Players perform a scene using the suggestions. A narrator yells out “Let’s see what else is on,” and the players freeze. “[Cable channel]” and then the players start a new scene, justifying their positions, in a genre fitting the new station. Focus: This is akin to an extended scene version of Freeze-tag. You’re really doing a series of short scenes. It is imperative you start in the middle of each show (or commercial) making it quite clear what your take on the genre is. Changing Emotions/Styles Scene starting suggestion; list of emotions A player gets a long list of emotions (and one or two non-emotion suggestions). Other players start a scene. From time to time the first yells out an emotion (or other suggestion) and the players take on this endowment. Can also be played where only one person at a time changes emotions. A variation is to use genres instead of, or in combination with, emotions. Focus: Keep the scene intact. The emotions should change instantly, but the next line should (ideally) give the rationale for the change. Emotions should NOT be subtle. You have to be over-the-top to make this work well. Timeline Jump Lifelong goal The goal becomes the goal of many lifetimes. Start with an historical era (cavemen, ancient Rome, etc) and have someone try to accomplish the goal (appropriately tweaked for the era) and fail. Then do the scene further into the future 2 or 3 times until you reach the present and accomplish the goal (or go into the future to do so). Focus: Keep this from becoming a replay game (though that would be an interesting variation) and have the stories be different each time. Zones A scene starting suggestion, genres and/or emotions The stage is divided into 3 or 4 zones. Each zone is given a genre and/or emotional state. A scene is performed. Whenever a player crosses into a zone, they take on that endowment. They should try to justify why their emotion/genre changed within the reality of the scene. Variation: props change your emotions rather than zones. Focus: You know the zones are there, the audience knows they’re there, so play with that. If you 9-1 want to be angry, cross into that zone. Pimp each other by sending people into zones. Make the zones a central part of the scene. Format Ad Agency A product with an unusual feature A mundane product is given a unique endowment, such as a breakfast cereal that plays music when you add milk, or a dog food that makes your dog talk. The players are all members of an Ad agency, and they've got to come up with a marketing plan in five minutes. They need to name the product, and come up with an advertising campaign for it. Focus: This is an excellent yes and game as you build on each other’s ideas. Addiction Something an audience member really likes The suggestion is used as something that a number of players are addicted to. A recovering addict is the facilitator of a recovery meeting, outing, or party of this anonymous group. Focus: The focus is two-fold. First, you want to make fun of every clichéd 12-step program mainstay (how long you’ve been clean, buddy systems, God helping you, etc.). Second, you want to hit on elevating whatever the addiction is to the level of heroin addiction. You’re totally strung out on video games, can’t go a day without them, sold the car for a bag full of quarters, etc. Newhouse Scene Scene starting suggestion This scene is named for Idiot Wade Newhouse and his habit of losing patience with poor character work and satirizing it. Each actor bases his character on a character created by someone else earlier in the show, but takes the “worst” aspect of the character over the top. Focus: The characters are the key here, don’t worry if the scene cohesion suffers in this scenario. Ritual A mundane activity The activity is performed as if it was part of a sacred ritual. Focus: Overdo the solemn aspect of the ritual. Think of the pledging ceremony in Animal House (“Thank you sir. May I have another?”) Reverse Scene Scene starting suggestion Do a scene backwards; line by line, starting with the last line of the scene, ending with the first line. Variation: tell a story backwards by doing short 9-2 scenes in reverse timeline (divorce, bad marriage, happy marriage, wedding, dating, meeting, birth). Focus: Don’t lose the crowd (or yourselves). Roberge Scene Scene starting suggestion This scene is named for Idiot Kevin Roberge and his habit of going too far over the top in his early days with the Idiots. Two people start a wellgrounded and realistic scene. A third (the Roberge) enters with an overthe-top character. The other two must continue to move the scene forward with this addition, but without over-justifying why the third character is so bold; just let that character go where it wants to go. Focus: Find that balance where the Roberge fits the scene despite the energy difference. Sandra Krevat Scene Scene starting suggestion This scene is named for the mother of Idiot Matthew Krevat and her habit of repeating things already said in a conversation. Two people start a scene. A third person is a background character appropriate for the location and scene. The background character continually chimes in restating what has already been said. Focus: The interruptions should come more often as the scene goes on. Characters should respond to this habit as appropriate for the character and scene; there is no preferred response. Shakespearean Scene Scene starting suggestion A scene is performed using Shakespearean conventions, but with current suggestions (could be an object, situation, location, collaborator, genre, etc.). Shakespeare can be pulled into the current world, or the suggestion can be incorporated into a Shakespearean setting. Focus: Keep within a scene Shakespeare could have written (i.e., no overt mention of “The Globe” theater, men performing female roles, or anything play related-except references to the play-within-a-play scenario -- as in Hamlet). Use Shakespearean conceits, masquerading as the opposite sex, misunderstandings, unrequited love, doomed lovers, base characters commenting on royalty, microcosm versus macrocosm, etc. Silent Tension None needed Two players perform a scene without speaking for as long as possible. They should show a relationship, a situation, and present a problem to be solved without talking. Once they break the silence the scene continues 9-3 normally. Focus: Expressing as much as possible, while appearing natural, before breaking the silence. Superhero Scene Hero name, villain name, strength, weakness Act out a comic book story. In general you should follow the typical superhero story line: a) villain origin and plan, b) hero finds out about plan, c) villain is doing plan and hero attacks but is hit by weakness, d) sidekick shows up with strength, e) track villain to lair and catch him. If the villain and hero are opposite sexes, they have romantic tension (a love that can never be). Focus: Release your inner geek. Unendowed Scene A scene starting suggestion A scene is performed. No gimmicks, genres, or special rules are used. Often done in more than one part (scene, game, game, and continued scene). Focus: The best scene you can do. Knock their socks off baby! Movie Academy Award Nominated Scene starting suggestion Do a standard scene, every time the emcee rings the bell, the actor speaking must step out and do a cheesy overly-dramatic monologue to impress the academy. Focus: Do a good solid scene, but when you step out to dramatize, overdo it to the max. Picture the worst ham emoting like never before. Director’s Cut (see DVD Extras) A famous movie The players perform a scene that was cut out of a famous movie, staying tightly within the genre of the movie, using at least some of the recognizable characters. A variation is to perform a sequel or prequel of the movie. Focus: Try to capture the style of the movie, nail the characters, or poke fun at the genre. Mixed Up Movie Two real titles Titles of well-known movies, plays, fairy tales, children’s books, etc. are gotten. The scene combines the main elements of the two stories; this could be combining plots or putting one set of characters into the other movie, etc. Focus: Creating a new story out of two classics. 9-4 TV Audience Interview A volunteer to talk about a recent interesting day/event Two players interview an audience volunteer about a recent day or event. The players take the characters of local news anchors doing an interview segment or morning talk show hosts, or other appropriate characters. They draw out the volunteer to tell a story, providing character work responses throughout. Variation: Game is played as a set-up to Day in the Life. Focus: Making the volunteer look good and drawing out a complete story. Nail the interviewer characters and the interplay between cohosts. Infomercial An object to be sold or a problem that needs solving The players improvise an infomercial to sell the object suggested, or for a product that solves the suggested problem. Can also be played as a straight commercial for just a minute scene. Focus: Selling the genre. Know the types of characters that are in infomercials and the catch phrases they use. Jeopardy Categories and Answers Three players reprise roles from earlier in the show. These characters are contestants on Jeopardy. The host of Jeopardy gets 3 categories from the audience, and then gets each “answer” as the contestants pick categories and make up “questions” for each answer that fit the category, and fit their characters. Focus: Obviously this is a game that relies heavily on wit, but thinking that is the only important factor would be a mistake. The key to making this work is to have total commitment to the characters. Full characters whose questions relate to what we know about them is the only way to succeed with this game. And players, please remember to phrase your responses in the form of a question (starting with “what” does not necessarily make it a question). Newscast Fairy tale, fable, movie, day-in-the-life, etc. The players perform a news program based on the suggestion. One serves as anchorman, while the others are news specialists (weather, traffic, economic, man-on-the-street interview, human interest, cooking, etc.), each report should be affected by (but not specifically about) the suggestion. A variation is to do an episode of COPS about the suggestion. Focus: Give in to the gimmick. Do a “real” report in your specialty, but bring the suggestion into it. Don’t just rely on your character’s 9-5 attributes; what you say is as important as how you say it. The more accurate your character and her report, the better the scene will go. Mission Improbable A mundane activity The activity is performed as if it is an episode of Mission Impossible. Starting with the “your mission should you choose to accept it” tape sequence. The team leader lists the attributes of each operative he is going to use, and they show up (in character) as he describes them and get to work on solving the “problem.” Focus: The character creation and acceptance is the main focus. The actual solving of the mission should play off the characters as described. Talk Show, Prime Time Talk show topic (gotten during scene) A talk show host character greets the audience. He/She gets the topic of the talk show from them. First one, then another, psychiatrist/therapist characters come out and address the topic in drastically different styles. Then the host turns to the audience for someone suffering from the problem. A player comes forth as a guest. After explaining their side of the story and fielding questions, another player enters as the antagonist to the first. The shrinks try to help, resulting in either a cure or bedlam. Focus: Think Jerry Springer and overdo everything. Heighten and explore your character more and more as the scene goes on. Talk Show, Morning Specialties of Guests (gotten during scene) The producer of a morning talk show greets the audience. He/She warms them up for a minute (if played directly after intermission, then the musical interlude could have been the warm up act, and could introduce the producer). The producer then introduces the host(ess) by having the audience do his/her chant or special cheer. The host(ess) chats with the crowd, then goes to the producer for the first guest. The producer picks the guest’s profession, and cues the audience for specifics (e.g. title of an author’s book, animal a zookeeper brought, specialty a chef is known for, etc.). The producer introduces each guest after the previous guest has played out his or her material. Scene ends at logical ending point, or total pandemonium. Focus: Think Regis, The View, The Other Side, etc. Heighten and explore your character more and more as the scene goes on. Television Show A type of television show & an odd plot for this episode 9-6 Portray an episode of a whatever-style television show the audience has chosen using a plot suggested by the audience. Focus: Incorporating all the elements (and clichés) of that style of show. 9-7 10)Gibberish Non-Scene Basic Gibberish Made-up language/country, other suggestion as necessary Any set up that involves translating gibberish. Examples of set-ups include foreign TV show translated by a host; interviewing a foreign diplomat; translating between two different gibberish languages. Focus: Gibberish should sound like real languages complete with emotions. Translations should try to be accurate most of the time. Gibberish Poetry Made-up language/country, theme for poem A three person game in which the first person reads the “ancient poem they have unearthed” in gibberish. The second person translates it literally. The third relates it to the audience. This can be as a literature professor, a feminist, an activist, keeping it real/street, etc. Focus: Gibberish should sound like a real language; translation should sound poetic; expounding should be over-the-top in the genre. Scene Foreign Movie Title for movie, country Players do a scene in gibberish. After each line an off-stage player translates that line. Can be dubbed instead (see Dubbing Scene). Focus: Gibberish should sound like a real language, scene should have a foreign movie feel, make the pauses (waiting for translation) seamless; rather than stand around, keep the physical action moving. Gibberish Opera Operatic Theme The players perform an opera in gibberish. The opera can be untranslated, translated by a host, or word-for-word translated by matching players as subtitles. Option: Take a scene already played, and make it into gibberish opera. Focus: Gibberish should sound like a real language; operatic elements should be overblown and epic. 10-1 11)Gimmick Character 10 Characters Topic The actor is given a topic and begins performing. The moment the director gets the character being portrayed, he rings a bell and the actor must immediately switch to a different character. This goes on for, you guessed it, 10 characters. Focus: To quickly convey distinct characters without relying on topic of discussion as a crutch. Don’t lose the thread of the topic being discussed. Actor Switch Scene starting suggestion Three players start a scene. At any time another can walk out and tap a player on the shoulder. The tapped-out player leaves the scene, and the new one takes his/her place AS THE SAME CHARACTER and continues the scene. Variation: Only the 3 players on stage can switch places. The emcee calls out “switch” and they swap positions and characters – a prop helps (e.g., a hat or purse). Focus: These characters need to be big and distinct. It should be obvious which character is which, no matter who is playing the character. All the players need to be involved in the conversation and keep it moving. Animal Magnetism An animal for each player, a scene starting suggestion The players perform a scene based on the suggestion, but each one must develop a character with characteristics based on the animal they were given (i.e., a lion would be strong, proud, domineering, etc.). A variation is to keep switching animals (gotten from the audience as in Playwright). Focus: Don’t overdo being the animal, an audience member coming in late shouldn’t be able to tell animals were involved at all, just let the animal be your spirit guide. Doors None The play area is divided in 3 parts: Door A, Corridor, Door B. A player stands “behind” each door. A player opens Door A and enters. The player already there speaks a line, then the entering player responds, and finally the original player responds with a reason to leave. He crosses to Door B and it all starts again. When the player from Door B leaves, a new player goes to Door A. The 3 lines should set up where/who/plot. Focus: More of an exercise than a performance game (but you never know), the key 11-1 is to set up character, setting, problem in as little time as possible . . . in this exercise, starting with at least setting. Evil Twin A scene starting suggestion Three or four players are in a scene, an additional player is the evil twin of one of them. When the good twin exits the scene, the evil twin can enter and cause mayhem. When the evil twin exits and the good twin returns, he must hide the existence of his evil twin, and so must justify why “he” did whatever the evil twin did to cover his shameful secret. Focus: The good twin must be low status as he or she fumbles and dodges trying to justify what the evil twin (high status) did. Hitchhiker Destination Set up 3 chairs as a car (driver, passenger, rear). Three players get in the car and head towards the destination. On the way they see a hitchhiker. The hitchhiker enters as the passenger (the passenger moves to the driver’s seat, the driver moves to the back, the back passenger exits). The new passenger takes on a strong character which everyone else matches. The car moves on to the next hitchhiker. “Matching” can have different meanings. If an old person enters the car, you can all be old, or become Grandfather, Father, Son as a family unit. As long as the connection is clear. Focus: Keep the game moving and keep the characters big and fun. Human Resources Career One player is an employment agent. The other players interview for the job. Johnstone’s Lifegame variation is fun. Instead of a job interview, a new soul is interviewing with a civil servant in heaven about the new life they are going to lead, as they inhabit a new baby. The performer playing the new soul answers all the questions honestly, very excited about their own real life. The interviewer has to keep breaking the bubble by telling the person the unfortunate truth, which contrasts their reality. Focus: Great character building and give and take exercise. Interesting way for new troupe members to get to know each other. Old Career / New Career A mundane occupation, an exciting occupation A scene is played where one person has one of the careers, but acts in some way as if they have the other. It could be something they always wanted to be, or something they were, or something they think they are. Focus: This is basically a character-driven scene (aren’t they all?) in which the character is defined by a previous occupation. Play that 11-2 character large and play the other characters pretty much oblivious to the oddities. Road Trip (or Carpool) Destination This is basically a more scene-based variation of Hitchhiker. The car has 4 seats and starts with just a driver in character. The driver picks up his first friend and matches that friend’s character. Each time another passenger enters, the occupants match the new character. Focus: Create a good solid scene with one conversation throughout, despite the strong character choices/changes. Split Scenes (3 cell phones) A scene starting suggestion Two or more scenes are performed simultaneously. The scenes play off each other, and alternate. For instance, two tables at a restaurant, three people milling around on cell phones, couples arguing in a motel with thin walls, etc. Focus: Keep your scene/story going smoothly while listening to others. Don’t try too hard to set anyone else up. When someone pauses, cut in, don’t look for a good line or wait for to have a good idea. Super Friends A superhero name; a crisis One actor starts on stage as the superhero suggested. She is using the computer to talk to a friend about her last mission when she sees an alert coming in (the crisis suggested) and ends her call. She realizes she’ll need help and summons another Super Friend on the communicator endowing that character with a superhero name. That hero comes in, they talk about the crisis quickly and call for help again. Rinse and repeat for 4-5 heroes total. Final hero announces a solution to the problem and flies off to implement. Each hero leaves in turn with an exit reason/line until just the original hero is left to make a corny “the world is safe” end joke. Focus: This game tends to be a series of puns off of each hero’s name; with a dose of pimping thrown in as the hero names are created. Superhero clichés are to be expected (and hopefully improved upon). Three Characters Three character types Three players perform a scene that justifies why the three characters are together. Variations would be to get another suggestion that would be key to the scene (a conflict, object, outcome, etc.). Focus: Fully develop the characters suggested. 11-3 Two-minute Relationship Type of 2-person relationship Two players do a series of super-short (a few lines) scenes which take the audience from the meeting of the characters through the logical end of their relationship. Each scene should grow the relationship until the middle scene introduces the tilt/conflict that leads to the end of the relationship. Focus: Very fast scenes with some “punch” to each one, telling a complete story at the end. Pain Mousetraps A location you try to be quiet or reserved Mousetraps are spread across the stage. Players perform a scene blindfolded and barefoot. Always a good idea to demonstrate the mousetraps are real by letting the audience pick one at random to be set off with something like a carrot (which will have its tip snapped off). Focus: Try not to lose a toe. Oxygen Deprivation / Bucket of Pain Scene starting suggestion A tank/bowl/bucket of water is set up on the side of the stage. One player must have his/her head submerged at all times. Player is tagged out and must enter the scene, justifying why they are wet. Focus: Try to keep a scene moving and logical despite the increasingly inane reasons people keep showing up wet. Pimp Balloon Wars Problem to solve A master-servant scene is performed with the master making the servant solve the problem. Whenever the servant does something that does not please the master, the master beats the servant with a long balloon. Focus: A good master-servant scene should not be about the master requesting items to be brought by the servant. Go deeper into the relationship. Servants shouldn’t try to mess up, masters will blame them anyway. Trusts me . . . balloon beatings are funny as I found out in workshops under Keith Johnstone. Double Endowments A location, strange goals in the scene Each of the players is assigned a goal, but they don’t know what it is. Tell each player what he or she needs to get the other players to do, without the other players knowing their own endowments. Players are not allowed to 11-4 explicitly tell the other player what to do, but they have to guide them into doing it as the scene goes on. Example: an arena in ancient Rome. Player 1 needs player 2 to taste the sand in the arena, and player 2 needs to get player 1 to tie a knot in a lion's tail. Focus: Don’t let the scene deteriorate into a series of hints; build the scene towards getting each person into a position where their goal makes sense. Drop little hints as you go. Dubbing Scene A scene starting suggestion Version 1: A and B perform a scene, C and D provide their dialog. Version 2: A, B, and C perform a scene. A speaks for B, B for C, and C for A. Version 3: A dubs for all players in the scene (can be normal or blind). Focus: Keep the dubbing as quick as real-time dialog. Don’t forget character voices. Try to physically justify what is being said, but don’t stand around waiting for dialog, if you initiate a physical choice that conflicts with what is said next (blind dubbing), that’s funny, so don’t stress it. Heighten & Explore Silent tension (Doesn’t really belong here, but I couldn’t find a place for it, and at least one performer I know feels pimped when he plays it.) A player acts as director to the player on the stage. He waits until that player performs some movement. He can then heighten that movement as much as desired, or explore it to lead to another logical movement. So, if a person scratches an itch, heightening it would cause him to scratch harder in the same spot, exploring it may have him get something to scratch with, get a balm, have the itch spread, have other symptoms, etc. The concept can be used in side-coaching any scene or form. Focus: The director should be looking for places the scene/action can go, or places she’d like to see explored. The player should stay completely in the moment and be willing to surprise himself with how big and bold he can be. Hypnotist Scene starting suggestion A scene is played. At any time the emcee yells, “Sleep” and all the players fall asleep. The emcee can then enter the scene and give them hypnotic suggestions (anything from endowments to false memories) and then leaves the scene, snapping his fingers to wake them up to continue the scene, unaware anything unusual has happened, but taking on the new endowment fully. Focus: The challenge here is to not let the scene get too far away from you as the hypnotist. The temptation is to overload 11-5 the scene with gimmick after gimmick and not let the scene progress. This would be a mistake. Moving Bodies Volunteer, a scene starting suggestion An audience volunteer (or a player) is the mover behind a scene. The players in the scene must stand rigid, and the mover moves them around the scene (either by carrying or leading) and places them in different poses. Focus: Keep the scene moving, but keep the mover moving. A low energy scene ruins the gimmick if the mover is a player. A player should be seemingly exhausted after the seen. For an audience member the fun is in keeping him guessing and justifying his mistakes. Sit/Stand/Kneel A scene starting suggestion Three players perform a scene. One must be sitting, one standing, and one kneeling at all times. Whenever one person changes position, others must change as well, to keep all 3 different. Should be played quickly. A variation is to add Lie Down and a fourth player. Focus: Be aware of the people around you, when someone switches, you should be switching at the same time. Be creative with your reasons to change position (you don’t always have to say it; it should be obvious by what you do). Stimulus Response Strange reactions, scene starting A 4 person game. Each person does a weird thing when another person does a common thing. The host provides the common thing and the audience provides weird. (“Every time that John raises his arm, Eddie will do what?” “Crow like a rooster.”) Players do not listen to other people’s response when the audience gives it. During the course of the scene they try to figure out everyone’s thing and pimp them with it as the scene goes on, while trying to get the person they respond to do the thing that activates their response. Focus: Keep the scene moving, but be looking for the stimuli, then hit those stimuli as often as possible. Superfriends Mission A weird superhero, a disaster to fix The hero suggested starts the scene in the lair. He or she discovers the problem facing the world and sends out a call for help. The first player to arrive is endowed by the starting player with a superhero name. They become that hero and interact until the next hero arrives to be endowed. After the last hero arrives, he or she solves the problem and leaves, the players then leave in reverse order until the starting hero is left alone to do 11-6 a summation line. Focus: Giving and accepting endowments. Overdo what you are given and appear to “pimp” the next player. Super Slo Mo Mundane activity Two players compete in a sporting event inspired by the activity (e.g., competitive file alphabetizing) in excruciatingly slow motion. Two other players give running commentary as sports announcers. Focus: The slow motion should be the same speed for both players and the announcer characters are key. Variable Player Scene Scene starting suggestion; number from 1 to 4 An audience member or a player calls out numbers from 1-4 (or more) from time to time during a scene. This number is how many players should be onstage. All exits and entrances are justified within the scene. Focus: Make the justifications quick and witty. Wordplay Anti-elimination Games Any of the Elimination games played without elimination. For example, ABC becomes a 26-Line Scene. First Line / Last Line First line and last line The suggestions are the first and last line of the scene. A complete (beginning, middle, end) scene is created under these circumstances. Harder than it sounds. The scene should logically reach the last line, yet have a twist to it so that the audience doesn’t expect the last line when it is spoken. Focus: The players should be able to work together to weave a perfect scene, with the last line coming naturally. Planning ahead doesn’t get you there, being in synch does. Innuendo A scene starting suggestion A scene is performed with as much innuendo and double entendres as possible. The innuendo should be ignored, as if the characters don’t realize there is any innuendo at all. Focus: Cheesy scenes. The scene will suffer for the gimmick, but you know what . . . that’s okay. Revolving Door Keywords for players, scene starting The audience assigns each player a word. A scene is played based on a suggestion. Every time your word is said you either exit or enter the scene 11-7 (depending on whether you’re off stage or on) with a justification. Focus: Listening. You may miss a mention a word, but the audience won’t. 11-8 12)Guided/Scripted At the Movies 3 movie genres, then a title for each genre Three genres are asked for. Then they are replaced with titles that fit in each genre. Two players are reviewing these summer flicks. They set up a clip, which the other players then act out. Focus: An improvised version of At the Movies. The reviewers are responsible for giving the performers a great set-up. Best Seller Title or genre of novel One player is the author of the scene. He/She starts telling a story (based on title) and the other players act it out. When he/she stops talking, the players go from mime to talking, continuing the scene. For the most part he/she cuts in to narrate and choose a new direction, but he/she can also edit what has already happened and have the players follow a different path. Focus: The interplay between the author and the players is key. The transitions between who is forwarding the story needs to be flawless, with neither side “just adding color.” Everyone moves the story. Blind Meeting (and Sub-Text Variation) Get to know a male and female audience member Two players portray the audience members. They can go on a blind date, be business partners, a married couple, spies, or any other relationship two people might have. A variation is to have 2 other players acting as their inner thoughts, letting the audience know what they’re really thinking, or the players themselves can do so in asides. Another variation is to have this be the day after the date. The players stand and tell monologues of the date, from their viewpoints. They have totally different interpretations of the same event, and alternate talking, with the events overlapping. (e.g., A talks about the car pulling up, and B getting out. B talks about how he pulled up got out, and went in the house.) Focus: Use as many facts from the audience members as possible, the more originally you can interpret and use them, the better (though you might risk some bad puns). Day in the Life Summary of an interesting day an audience member has recently had Replay an audience member’s day. Can be done as a genre, or replayed in various genres. Can also be played with a “What if?” twist, where the events and outcome change (a good day turned bad, or bad day turned good) or play an audience member’s fantasy day. VARIATION: Done as 12-1 follow up to Audience Interview. Focus: Try to capture all the suggestion elements given, but don’t feel trapped by the story. Use it as a starting off point and make it your own. Host may justify the scene straying from the story with something along the lines of “now be honest, that’s how it really happened.” Director Cliché plot for a play The scene is a rehearsal for the play. The director side coaches the players, correcting their emotion, action, delivery of lines, etc. The director can ask the audience for assistance. A volunteer could easily be incorporated into the scene. Focus: Players should work to realize the director’s vision, which should be clearly articulated at each break. Five Minute Movie Genre and movie title The opening scene of the movie is played. At some point, the emcee freezes the action and calls out, “Skip to the [boy meets girl, guy confronts the boss, birth of child, alien invasion, death, etc] scene!” The movie jumps to that scene until the next freeze and skip. Focus: Heavy-duty focus and group-mind game. The final product should make sense, as if all the scenes came from the same movie. Don’t try to be too wacky and surprising, a good story is more impressive that a surprise here. Flashback A scene starting suggestion Two to four players perform a scene. A director occasionally yells, “Cut” and switches the time, location, or both, and yells, “Action” to continue the scene. Players can “request” changes with leading lines such as, “I can remember when we first met at the fair . . .” Focus: The story is the focus. Despite the time and space jumps, the story needs to make sense. The flashbacks should be either incredibly funny or add a lot to the character (or both!). God (God and Devil) A scene starting suggestion A scene is performed. One player stands offstage with a microphone. He is God. When God speaks all players must fully accept whatever he says, but they will be unaware why they are doing it. God controls what they do through their subconscious. They may justify why they have changed behavior, or not, as appropriate to the scene. A variation is to also have a Devil giving bad advice and motivations. Focus: God/Devil should be seemingly pimping the players mercilessly, but not at the expense of the scene. 12-2 Hesitation Scene starting suggestion; fill in the blanks A scene is played based on audience given suggestions. Occasionally the players hesitate (“umm, ah, err”) and the audience yells out the next word. The player repeats the word and continues his sentence (as if the word just came to him, without backtracking his lines to fit it in). Focus: The suggestions should control the direction of the scene, not just used and discarded. Mystery Theater 3 inanimate objects Players perform a detective story, starring a detective and sidekick. A woman screams and is found dead. The detectives find the 3 objects on or around the body. The detectives sweep edit to a scene that involves one of the objects. Sweep edit to another scene about the next object. Sweep edit to another scene for the last object. Sweep edit to detectives investigating the characters from the first object’s scene. Sweep edit to the next set of characters, and then the last. Detectives call all suspects together and eliminate all of them except one, and then reveal the plot. Focus: Don’t lose the audience at each sweep edit. Playwright Scene starting suggestion; plot twists as scene continues A scene is performed based on audience suggestion. From time to time a narrator yells “Freeze,” freezing the action. The narrator gets the next plot element from the audience, and possibly a genre to continue in. The scene continues with the suggestions worked smoothly in (not necessarily suddenly as in Hesitation). Focus: The director needs to time the intercessions carefully. Slowly at first, only increasing with frequency if the scene warrants it. A good scene with 4 suggestions is better than a poor scene with 10. The players should make all suggestions crucial to the scene, whether they quickly build up the suggestion or just jump into it quickly. Public Service Announcement Topic for a PSA, Safety, or Training Video One player is the narrator, with 2 or 3 others silently acting out what he describes. The actors can interact (through facial expressions, nodding, shrugging, etc.) with the narrator if it is appropriate. Focus: Find the unique game in each playing of this form. Overdo the importance of a mundane event, underplay a serious one, be goofy doing something intricate, create unexpected characters, etc. 12-3 Scenes from a Hat Scene set ups collected on scraps of paper Before the show or during intermission the audience is asked to write out set-ups for scenes which are then mixed in a hat. Players draw a scrap of paper, read the set-up and then perform the scene. A variation we have used is to use 3 hats (or diaper wipe boxes as was the case) and pick two scraps and combine them. The boxes could be labeled with scene components: Location (under the highway), Character (my high school coach), and Object (salami). Focus: Short quick scenes that are complete and have a punch line. Scripted Choice of a summary of some sort An audience member picks a newspaper or National Enquirer article, TV Guide listing, video review book entry, personal ad(s), Dear Abby letter, etc. A scene is performed using that as the plot. Focus: Try to use all the plot elements given, but take the story to new levels by adding in the details left out and creating your own characters. 12-4 13)Justification Accepting Scene A scene starting suggestion Two players create a scene where one of them is limited in dialogue to one of three lines: "Sounds good to me!" "I'll go along with that!" and "O.K., great!" The justifier must make all vocal offers, and keep the scene moving. The limited player can still make offers, through their physicality. A variation would be “Yes,” “No,” or “Maybe” as the available responses. Focus: Justifier should start off as if there are no constraints on the scene, but eventually turn it around to anticipate the responses. Amish Rake Fight A scene starting suggestion A scene is performed with one player as the invisible Amish Person armed with a rake (or other acceptable weapon). During the scene, any time a performer does something the Invisible Amish Person doesn't like (uses a technological device, drinks alcohol, smokes, makes a sexual comment or action, etc.), the Invisible Amish Person rushes out and states the transgression (e.g., "The Amish don't like calculators!") and attacks the offending performer with an invisible rake. The offending performer has to then justify the injury. (“Ow, my calculator shocked me.”) Focus: Setting up and justifying attacks within the confines of the scene and insulting a group we know will never see our show because they’d have to drive from Pennsylvania or Ohio. Boris Game Anything Per Keith Johnstone, “An interrogator asks disconnected questions and a victim connects them. Boris inflicts punishment if the answers are not forthcoming or are deemed unacceptable.” Boris is an unseen hulking giant; players mime the abuse they suffer at his hands. The interrogator asks leading questions and the victim combines alibis, excuses, explanations, and confessions to weave the story. Eventually work the suggestion in as a key element. Focus: Creating a story while justifying each others’ offers. Comic Book Depends on set up All players but 1 read their entire dialog from comic books (or plays, children’s books, etc.) while the last player moves the scene and justifies the other dialog. Can be done a generic scene, a dating game, group therapy, or anything else. Good game for volunteers. (see Court Case below) Focus: Justifier should be getting laughs with each justification 13-1 in the non-scene variations. In the more scene-based versions he should concentrate on moving the scene and let the laughs come where they will. Players with comics should read with appropriate emotion (which might mean deadpan sometimes). Court Case 3 Volunteers, Pet Peeve A pet peeve is used as a reason for one player to sue another. One volunteer is the bailiff and hands random items to the litigants as evidence. The other 2 are the witnesses for the litigants. Their entire dialog comes from plays (comic books, children’s book, the Bible, etc.) and the players must justify. Focus: Make the volunteers look good and justify the lines as court jargon complaints. Psycho-Analysis Condition that would lead one to therapy One player is a therapist; one is a patient. Two or more others will “portray” inkblots to be interpreted. The scene starts with the patient coming to the therapist and discussing the problem, maybe trying some type of therapy (regression hypnosis, primal screams, role playing, etc) before going to the ink blots. The lights go down and when they come up, the other performers are in a pose. The patient says what he sees, literally (a horse, clouds, dinner, etc.) and then the therapist interprets it (obviously wrong, along a theme, making the patient look totally insane, etc.). Play continues until a cure or diagnosis becomes evident. Focus: Strong characters and development of a good relationship between shrink and patient. The straighter the patient’s lines, the odder the shrink’s will seem. Six Lines Six lines from the audience Six lines are gotten from the audience. A scene is played where only those six lines can be used as dialog. The lines must be used completely, as originally given; only the inflection can change to convey different mood or meaning. Can also be played with one justifier that does not use the 6 lines. Focus: Making the lines sound like they have multiple meanings. Sound Effects A public place A scene is performed in a public place (suggested by audience). Random sound effects are played, and the players must justify them within the scene. Works best when the sounds are incorporated into the scene, but do not totally control the scene (at least for the first minute or two). Focus: Fully incorporate each suggestion into a continuing storyline, not just random justifications. 13-2 Split Characters 2 unrelated character types and an unrelated location Two players are sent from the room. While they are gone the host gets two unrelated character types and writes them on separate strips of paper. A scene-starting suggestion of an unrelated location is gotten as well. The players come back in and are told the location. A scene is played out in the location, with each player being faithful to his/her character. This is not a guessing game (which is why it isn’t in the Naïve section). Focus: Just do a strong scene with a good relationship. There is no need to force the characters to have a logical reason to be together. The characters don’t need to go over the top. Split Location 2 unrelated locations and an unrelated scene starting suggestion Two players are sent from the room. While they are gone the host gets two locations and writes them on separate strips of paper. A scene-starting suggestion is gotten as well. The players come back in and are told the suggestion. Each is given a location. A scene is played out where each player uses the environment which they believe they are in. This is not a guessing game (which is why it isn’t in the Naïve section). Focus: Fully using your environment without making the scene about the environment. Justify individual offers without trying to merge the locations or make either location correct. Vacation Slides Possible vacation locale One player is showing the slideshow of his/her last vacation. The lights are dimmed; the other players take up odd poses. The “host” justifies each “slide” as the lights are brought up. Give and take between slides and host is helpful as little stories of the trip can develop. A variation is to have the players portray exhibits in the museum and the justifier acts as museum guide (excellent for use with volunteers). Another variation is “Wild Kingdom” describing the animals in their habitats. Focus: Players should try to challenge the justifier with interesting poses, as well as set up mini-stories by doing successive poses that go together. Whose Line is it Anyway? Two written lines per player The players get audience members to write lines on scraps of paper. During the scene they pull out the scraps, which they haven’t seen, and read the lines aloud, justifying them into the scene. The players can carry the lines with them, or just scatter them on the floor and pick them up as they go along. Focus: Keep the scene moving and set up the lines big, so if the can make or break a scene. Take big risks for big payoffs. 13-3 14)Line 2008 Any blank I change the name of this game each year, just to start with a number. “2008 blanks walk into a bar. The bartender says we don’t serve blanks here. The blanks reply punch line. Focus: This is a simple line game. The focus is 3-fold. To come up with fun puns, to work on selling a joke, and to mock stand-ups the way they mock improv. B-Movie Any blank The players take turns telling the joke: “I saw a movie about ------- that was so bad,” “How bad was it?” “It was so bad, pun punchline.” Focus: This game is all about selling the joke, sell it, sell it, sell it; don’t just run through it and walk away! The basic character is a borscht belt comedian, but you can modify it as you like. DVD Extras Titles of real movies Players take turns stepping up alone or in groups and do an excerpt of a deleted scene, director’s cut of a scene, alternate ending, director’s commentary, explanation of a special effect, screen test, or other DVD extra. After a few jokes, a new movie is solicited. Focus: You want to find twists on scenes everyone will know, often this means cliché scenes from old movies, or scenes from the previews of recent movies. Jokes should stand alone, in case audience members haven’t seen the movie in question. Famous Last Words Historical, fictional, or famous people; professions, etc. As the name implies, each player gives their rendition of appropriate famous last words for the suggested person or type of person. Focus: Fine last words that are fitting, yet not too obvious. Sell them for all they’re worth! Pick-Up Artists An audience volunteer, a location A volunteer comes up from the audience. The players take turns flirting, and trying two win the volunteer’s affection. The audience may vote on who did the best job, or the volunteer may go off with the winner they choose. Focus: Sell the pick up line. Each line should contain some sort of pun about the location, or be appropriate to the location. The 14-1 cheesier, the better. We’re trying for laughs, not dates (unless our significant others aren't at the show). Product Names A type of product Players take turns stepping up and giving the generic product a Brand name, and a one-line catch phrase used to sell it. After a few jokes, a new product is solicited. (e.g., Apple Pie: Worm Pie, we guarantee a worm in every bite!) Focus: This game is all about selling the joke, sell it, sell it, sell it; don’t just run through it and walk away! The more infomercial-like you are the better. Sequel Taglines Real movie titles Players take turns stepping up and, in an announcer voice appropriate to the movie style, pitches the tagline for the sequel (Muppet Movie 7: Bert’s Palimony Suit). Focus: The selling is in the announcer as much as it is the joke. World’s Worst Occupations, Events, almost anything The world’s worst example of the suggestion is performed by each player. Focus: This game is all about being the character that needs to tell the joke, the character can get away with things you can’t! The more full and complete your character, the better it will be, there is no such thing as being too outrageous in this game, pump up the volume! 14-2 15)Music Non-Scene Audience Recital Each player needs 1 line about an audience member Each player gets a line about an audience member. This can be done while seating the audience, by mingling with the audience, or with the emcee “interviewing” audience members while the players pick from what they say. The director of the symphony conducts the players, who use their line (a summary of what the audience member said) as lyrics. Focus: Watch the director; feel what the director wants from you; keep it as musical as you can; don’t be afraid of high energy, the higher you go, the better it works. Blues Blues topics (pet peeves) One suggestion per player is gotten. The players take turns singing the blues about their suggestion, one verse at a time. Newhouse Blues Variation: Each verse continues the same story from a different narrator’s point of view; this does not need to be instantly obvious to the audience. Focus: Sell the song! Sell your joke! The audience is here to laugh, not admire your singing skills; keep that in mind! Do Run Run One syllable (later 2) names The players take the stage in a line. The first sings a line with rhyme A, then all sing "da do run run run, da do run run." The second player then sings a line that rhymes with A and then all sing "da do run run run, da do run run... badum badum... yeah..." Then player three sings three short lines that all rhyme B. Between each line all sing " badum badum... yeah..." At the end of the third line all sing "da do run run run da do run run." If a player makes a mistake, he is out. Play continues till only one is left. Focus: This game is all about selling the song and joke, not being a good singer; if you come close to the musical stuff you’re fine, just make sure to sell the jokes! If you’re going to fail, fail big, and be happy to have failed. When you’re happy, the audience is happy. Emotional Symphony Emotions/States of mind for each player The emcee directs the players in a symphony. The players use their emotions as instruments. Watch the director. When he or she wants you high energy, be as high as you can possibly be . . . nope, higher than that, that’s better. Make it musical, and avoid actual words whenever possible. 15-1 If one player is forced to use words to express their emotion, the rest should do their best to avoid words altogether. When the game should be over, look for a way to help the director end it. Focus: To actually make the emotions sound like they were used as instruments. Improv Jam Phrase you’ve heard at work The phrase is used as the basis for the chorus. The first singer sings a verse of the song (using the suggestion in whatever way they interpret it) and then sets up the chorus. The chorus is generally the phrase, a second line that will be used by everyone, the phrase again, and then a line that will refer to each singer’s verse. Focus: While singing a first rate song is nice, it is not required. Keep it peppy and funny and we’ll all look good. Interpretive Dance Title for dance A title is gotten from the audience. Two players narrate an interpretive dance, performed by the other players. Players are led by each other (both ways) and by the music choices. Focus: Dance your heart out, don’t hold back; narrators should have big strong characters and be true to their character choices. Madrigal/Unplugged Lyrics Three singers get one lyric line each (bumper sticker, cliché, slogan, song lyric, movie quote, etc.). For Madrigal they sing/chant to an 8-beat count. For Unplugged, they sing the line to music, two or three times. After the first rotation of singing, the first singer sings his/her lines again, accidentally using some of the words from the other singers (in Madrigal the other players sing their line half volume under the virtuoso). Play continues until hilarity ensues. Singers should try to keep their original line’s grammatical format to maintain different styles from each other. Words can be added/omitted as necessary, but stay close to the suggestions. Focus: Leading the audience down the path. Make your first line change subtle and sell the “I messed up” looks. Get bigger as it goes on, again, musical quality is not the focus. Listen to the other players. Scene Audition Title for a musical One or two players act as directors, with the other players auditioning for a part in a musical. They audition by singing a song, doing a dance, or 15-2 reciting a monologue from the play, as described by the directors. Focus: The directors should focus on character, their relationship, and the appearance of pimping the players, while in actuality giving them strong offers suited to their talents. Those auditioning should sell, sell, sell their characters and auditions. Bartender A problem One actor is the bartender and three are patrons. Each patron comes in separately and sings a song to the bartender about the problem. Then the bartender sings back a solution to the patron as the next verse(s) of the same song. Variation: Can also be done as psychiatrist and patient. Focus: Bartender should match the song and solve the problems. Mood Music Scene starting suggestions Whenever the background music changes, the characters’ moods change to match it. This is not a singing or dancing game; the music is never acknowledged by the “characters,” only by the actors. Focus: Overdo the emotional tilts and have them change the plot significantly. Musical Start No suggestion needed, but an object can be used The musician plays, and the players dance to the music. When the music stops, the dancers freeze for a few seconds, then the scene starts with a justification of the positions. If there is a time shift in the scene, music can be used again. Great way to start Build Up Break Down. Focus: Like other position justification games, the position shouldn’t just be blown off, it should truly dictate the scene. Off-Off-Off-Broadway Musical Scene starting suggestion (lifelong goal or challenge) A Broadway-style musical is performed based on a suggestion (a lifetime goal has been a good suggestion, though anything would do). Focus: Mock the style and the characters: Plot – Good to bad to Great! Big cheesy grins. Introduce songs in an obvious way. Dance for no apparent reason. Happy ending for everyone involved. Pick Your Note Random suggestions as “categories” 3 or 4 players are contestants on a game show. Another is the host. The host gets a category from the audience and makes up a question based on the category. The contestants “buzz in” if they “know” the answer. They give either a made-up song title or a modified real song title. The musician plays either a new song or the original real song, and the player 15-3 that buzzed in improvises new lyrics to fit the question. If an answer doesn’t get a laugh, it is wrong. Other players can try to answer the question correctly, but do not “have” to do so. Focus: Witty is the key here. Sell the “game show contestant” and “host” characters, and remember the laugh is what is important, not impressing them with your singing skill (though that doesn’t hurt). Song Cue Scene-starting suggestion A scene is played out between 2 or more players. At anytime a player can say to another, “That sounds like a song cue!” The last player to speak has to then sing a song based on the last line they spoke. The song information can advance the scene, as if it was spoken in dialog. The song can be unique or a modified real song. Variation: “That sounds like a [genre] song!” Focus: Unlike Off-off-off-Broadway Musical, this should be a normal scene (not following set conventions) with the songs thrown in. When the song starts, make it super cheesy (back singing and dancing, etc), when it ends, deadpan back into the scene. 15-4 16)Naive Mime Fashion Show List of unusual items of clothing A player is sent from the room and a list of clothing items is gotten from the audience. The player returns to the room and hosts a fashion show. The other players come out one by one to “model” the fashions. The host tries to judge what kind of clothing is being modeled and narrate it. The bigger the description, the better it works. As each model finished their catwalk, the sign holder hands the sign to the host. He justifies his mistakes. Focus: This game almost doesn’t belong in this category. Getting it right is not important at all, just selling the characters and doing fun mime is what counts here. POW Place, Occupation, Weapon Three players (or 2 players and a volunteer) leave the room. The emcee gets the 3 suggestions. One player comes back in the room. Through mime and gibberish a player that was in the room conveys the Place a murder will take place, the occupation of the murderer, and the weapon the murderer will use. When the outside person gets all 3 things, they kill the original person. Another player comes in and it goes again. Then the last player or volunteer comes in. Works well as a timed game (say 3.5 minutes of actual mime-time) to keep things moving fast and to make the last person as hectic as possible. Then the emcee goes down the line to see what each person (starting with the last in) thinks the 3 things actually were. Focus: Obviously good mime and gibberish skills are important. Also important is that the guesser not be a bump on a log. Be active and participate. Don’t tell someone you know your occupation, start doing it; that’s the best way to be sure you have it right. When going through what you think it is, be sure that you’re right, no matter how outrageous what you’re saying is. If you’re right, you amaze the audience, if you’re wrong you entertain them, so be proud of your answer. QVC Scene 3 products to be sold One player leaves the room before suggestions are fielded. This person is the salesperson of the game. The salesperson must keep talking to sell the product to the audience, without knowing what it is. Across the stage the other players try to clue the salesperson in by using mime to show what the object is. The mime should focus on using the object as much as possible. 16-1 Focus: Good clean mime for the mimers. Jargon filled nonstop patter for the salesperson. Scene Hijacker Mode of transportation, weapon, “cause” A player is sent from the room. The suggestions are gotten. The player returns and hijacks the others. He has to figure out what kind of vehicle they’re in, what his weapon is, and what his cause is, based on the performances of those he has hijacked. Can be played that he has to figure each thing out to move to the next (can’t go for the vehicle until he has the weapon, can’t guess the cause until he has the vehicle). Focus: The victims should be carrying the scene to let the hijacker think as necessary. The hijacker should start high-status, but let low-status creep up on him or her as they are trying to figure everything out. Interrogation Varies depending on setup: “the confession” Various scenarios (criminal investigation, home late from a date, why you lost your homework, etc.) are possible. A player tries to guess the transgression while being grilled by two or three other players. The transgression is gotten while the player is out of the room. Hints are given through puns and leading questions. Focus: This is a fun status game. The naïve player has low status in just about every scenario, but is trying to act as if they have high-status to avoid getting deeper in trouble. The balance of acting high-status while giving wrong answers is where the fun lies. Party Quirks 3 odd characters A player leaves the room. Three other players are assigned odd characters. The first player comes back and hosts a party. During the course of the party he has to guess the quirks of his guests based on how they act. They leave the party, still in character, as they are uncovered. Variation: the guests leave the room and the host has to clue them in as to who they are during the party. Focus: The key to making this game work is to have a realistic party going on around the guessing game. Four people standing around trying to get everything guessed is boring. Becoming the quirky character and immersing yourself in the party makes the game something more than a simple guessing game. Return Department Unusual object to return 16-2 One player leaves the room, while the player is gone the suggestion is fielded. When the player returns another player welcomes him to the return dept. During the attempt to return the object, the customer must figure out what the object is, guided by the store employee. If the customer comes in with an elaborate monologue about why the object was purchased, what he/she did with it, and what doesn't work, the audience will love the fact that the customer appears to be digging themselves in a hole. The player behind the counter can use the information to guide the customer in the right direction. Other players can perform Canadian crosses as other customers/employees to give clues. Focus: Unlike the other naïve games, this game is not about giving good clues. The Canadian-cross clues are more about gagging than helping (though they should not be destructive). They should be things that the audience totally gets, but that may not helper the player at all. The RETURNER should be throwing out as many possibilities as possible and it is the job of the clerk to yes/no warm/cold the returner to guide them to success more than it is to give clues. Semi-Scene Expert Guest(s) Noun, verb ending in -ing A player is sent from the theater. The audience picks an expertise by giving a noun and a verb ending in -ing (e.g., fish lamenting; television combing, etc.) The player comes back in as a guest on a talk show, and is interviewed by one (or two) host(s) (like a Lifetime talk show). During their questioning they figure out what they are expert in. Can be done with 2 experts in the same field coming on together, (e.g., as a race to see who figures it out first or as partners in a venture). Variation: a fictional character and a hobby they just wrote a book on. Focus: The interviewer(s) should sell their character hard. The guesser should give as humorous answers as possible, almost as if ducking the job of guessing, until getting to a point where he or she starts feeling out whom they think they are. Find a way to state who you are or what your expertise is that both flows well, and is a big ending. Press Conference Fictional Character A player leaves the room. While out of the room he/she is given the identity of a fictional character. They return to face a bevy of reporters, in a press conference. Based on puns and leading questions they must deduce their identity and reveal it. Focus: Reporters – big reporter characters. Guesser – Funny guesses that appear evasive at first, then play with right/wrong directions. 16-3 Torture the Actor Unusual Idiom A player is sent from the theater. An unusual idiom is gotten from the audience (e.g., “The day Wall Street laid an egg. or If ifs and buts were candy and nuts we’d all have a great Christmas.) The player returns and is greeted by another. They have a conversation, occasionally interrupted by vignettes performed by the other players. The vignettes convey parts of the idiom, until the tortured actor puts it all together correctly, in the conversation. Focus: Remember, if a clue or direction of clue giving is not working, it will likely continue to not work, try something different. Remember, doing the same vignette over and over will simply bore everyone involved. Be creative in how you get ideas across. 16-4 17)Replay Anti-Improv Long list of suggestions, seemingly unrelated A player goes on-stage and begins a scene. Another runs out and stops the first exclaiming that they didn’t do what was planned. They start to “rehash” the planned scene. One by one they are joined by the whole cast who then free associate what the scene could be. After a suitable time they exeunt. The first player re-enters and starts the same way as before. End Scene. Focus: Give and take, yes and, and building are the key. The story needs to build positively and quickly. Countdown to Doomsday Challenge Scene starting suggestion Two players play a 2-minute scene based on audience suggestion. Two other players claim they can do it better in one minute. Then the original 2 do it in 30 seconds. 15 seconds. 5 seconds. -15 seconds (the 15 second scene backwards!!!). Focus: The 1-minute scene should be as close as possible to the 2-minute version, but the others will (obviously) be more frantic and use different lines to convey the same plot. Ding Scene starting suggestion Players perform a scene. From time to time the emcee hits a bell. The last player to speak must make a different offer. If dinged again, make another offer. When an offer is not dinged, the scene continues. Focus: Remember the rule of 3s, make the 3rd “ding” the one you want to keep. Be in the moment and trust that whatever spews from your mouth will be the right thing. Dude Scene A single word, any word. All the players in the scene are limited to speaking only the word given by the audience (e.g., “dude”). Inflection and physicality must make the scene coherent. Another “team” can then replay the scene in English trying to get it right. Another “team” (or the first) can replay it with completely different dialog than what the audience assumed. Focus: Emotion and emphasis. Family Dinner An audience volunteer and the names of his nuclear family members A volunteer is gotten from the audience. He provides the names of his family members, and nothing else. He is seated at the “head of a table” with players as his family members (they tell the audience who they are). 17-1 Dinner is served. Anytime an action or line is out of character for the real person, the volunteer rings a bell and the action/line must be replayed until it is gotten right. Play continues until dinner is over. Focus: Remember what you’ve done “right” and add that to your character, try to find the right things by hitting big wrong ones. Forward/Reverse Scene starting suggestion A scene is played out. From time to time the emcee changes the flow of time by yelling “Forward,” “Reverse,” or “Switch.” Can end anywhere in the scene, based on a good laugh, by getting back to the beginning, by getting to a scene resolution, or after going back past the beginning to see what happened before the scene started. Variation: FRAS – Forward Reverse Actor Swith. The word “Switch” causes the actors to switch characters, instead of affecting the flow of time. Focus: Players: Short sentences, a lot of give and take, big physicality, move the scene quickly because you won’t have time for a slow build. Emcee: Give them some time in the beginning, after introducing the time shifts, they should get closer together as you go along. If I had it My Way An important situation The director gets a situation from the audience. The actors show the best possible version and the worst possible version of that situation. The person in the situation acts the same way both times; the difference is the other person/people. For example: A job interview where you can do no right: when you hand him your resume, you discover he is allergic to the fancy paper you used. Replay the interview where the boss loves you and you are perfect for the job. When you spill coffee on him, he tells you how much he hated that tie. Focus: Big, big, big. The bigger the bad the funnier the good. Instant Replay A scene starting suggestion Two players go outside to view the scene through the window. Two other players perform a short scene (heavy on space) based on audience suggestion (maybe this should actually be timed?). The other players enter and try to recreate the scene, without knowing the lines, or suggestions. Focus: The first pair needs to do a lot of big, obvious physical work. The second pair should match it as closely as possible, tweaked just enough to make it justifiable as something new. Point of View (POV) A scene starting suggestion 17-2 A 3-person scene is performed. It is then replayed 3 times: once from the POV of each character. Focus: The bigger the personal conflicts in the scene, the more room you’ll have to “blame” the other 2 people in your POV. Take the blame and be wrong in the other person’s POV. Rehash Elements from previous scenes used A scene is played incorporating characters, events, and suggestions from previous scenes. Could also be done as a freeze tag. Focus: Slipping a lit a bit of long-form into a short-form set. Particularly good to do if you plan to do a long-form set as well (to introduce the reincorporation concept). Remote Control Movie Made up title for the movie (and/or genre) A scene (movie style) is performed. A volunteer, aided by a player, uses an actual remote control to rewind, fast-forward, pause, etc. the scene as it progresses. The volunteer must yell out the button they’re pushing, as they push it. Focus: Heavy-duty focus and group-mind game. The final product should make sense, as if all the scenes came from the same movie. Be ready to replay scenes from any part of the movie at any time. Replay A scene starting suggestion, 3 styles A short (approx. 1 minute) scene is played based on the suggestion. Then 3 styles are gotten from the audience (genre, emotion, time period, ethnic group, age of characters, etc.). The neutral scene is replayed in each style. Focus: Keeping the scenes recognizable as replays of the original, while enhancing them with the genre. Rewrite! A scene starting suggestion A scene is played. At any time during the scene, a player not in the scene yells “Rewrite!” The players freeze, and the new player comes on stage and tags out the last player to do or say something. The new player than “rewrites” the script, doing or saying what they would have done, keeping the same character (unless the rewrite was on the character’s first line) as in Actor Switch. The rewrite can be for any reason (different offer, bad grammar, etc.). As the game goes on the rewrites can be more and more petty (changing one word) to play up the gimmick. Focus: Keeping the core of the scene, while expressing each player’s own creativity and quirks. 17-3 Take Two A scene starting suggestion A scene is performed. At some point in the scene, freeze is called from offstage, and the scene goes back to an important event in the scene and the scene is replayed from there, with a different choice being made. Focus: Keep true to the characters, but take the scene in a strong new direction. 18)Storytelling Anthology Characteristics for narrators Can be done with various set-ups. Core of the form is that all the narrators tell their life stories, a piece at a time. As the stories are told, it becomes evident that each narrator is a character in the other person’s narrative. Some are important characters, some are bit players, and some can just be connected by a degree of separation (i.e., both narrators describe the same character as a mutual friend, or family member of one/friend of the other). Focus: Don’t mug for the camera . . . trying to be funny is a sure way to kill this game. Don’t avoid the funny, but don’t sacrifice the game for a laugh. Listen closely to all the narrators, actively listening for references to you and the others. If the audience catches something you miss, some of the magic is lost. Directed Story Title; genres (as necessary for version) The storytellers stand in a line, and the director kneels in front of them. By pointing, the director controls which narrator will continue the story and he will eliminate any player who makes a mistake. Players should pick up the story (when they are pointed to) exactly where the previous narrator left off, in mid-sentence or mid-word if necessary. Ending with the title is a nice touch. Variations: genre for the story, different genre for each person, taking “action poses” before each chapter. Focus: Keep it one story. Limit the number of characters, and try to follow just one character primarily. Avoid telling when you can show (e.g., don’t plan or decide to do something, just do it; don’t explain a character is sad, have them cry). Limerick Topics Players stand in a line. Line by line they tell limericks about a topic. When someone makes a mistake they are called out. A new topic is gotten and a new limerick starts. Focus: Keep the limerick moving quickly and upbeat. Monks’ Story Title or event Three or four players tell the story one line at a time. Each line should have 8-12 syllables, and be slowly chanted. Stay in the character of solemn monks. Focus: Contradiction – the story shouldn’t be as solemn and “monotone” as the delivery. 18-4 One Word Story Die Title The players stand in a line and tell the story one word at a time. A variation is that any player who makes a mistake has to perform a theatrical death after being told to “die” by the audience. (Can be done as 2 words, 3, step, etc.) Focus: Listen and follow along. Focus on telling a good story and don’t try to plan ahead or lead the story. Know when to end a sentence. One Word Song Subject for song Three players sing a song, one word at a time. Focus: Listen, listen, listen. Poetry Corner Poetry Style, subject for a poem The players stand in a line. They do a poem based on the subject, line by line. A style of poetry can be gotten from the audience, or it can be improvised. Focus: Keep the poem at the forefront of your mind, it should be publishable when we’re done (okay, maybe not, but have you read published poetry?). Psychotic Story Title A narrator tells a story. The players act out the story in the background (narrator can be watching or blind). Focus: Give and take between storyteller and players. Radio Dial Types of stations, a theme The emcee uses a flashlight to go up and down the radio dial. When the light lands on you, you begin (or continue) broadcasting in your assigned style. Keep relating the theme to your style and keep time flowing (don’t always pick up where you left off). Picking up on someone else’s station is encouraged. Focus: Hit every gimmick for your station (country-hog report, heavy metal-slam dancing first-aid kits, etc.). 18-5 19)Three Person Templates Mediator Something you might argue about Two players are having a disagreement about the suggestion and the third is a bystander just doing a location appropriate activity. At some point, the bystander is asked to be a mediator. The mediator should start out neutral and avoid settling the argument twice, providing reasons why he or she wouldn't settle it when asked. When he or she finally caves and agrees to be a mediator he should be 100% on the “wrong” side. Focus: Believably make one person obviously wrong to help set the stage for the mediator. Messenger Relationship between 2 people One character serves as a go-between for the other two characters. The messenger can be trying to get them together, keep them apart, or play some other role. Focus: The messenger’s role should be essential, not a throwaway gimmick. Pecking Order Location where you’d find a number of people Each character in the scene is slightly higher status than one other character in the scene, and slightly lower than one other character in the scene. Focus: Make the status pecking order distinct, but allow it to change if appropriate circumstance forces the tilt. Provocateur Reason people would stop talking The third person in this scene has some kind of stake in preventing two characters from reconciling. As they approach reconciliation, he or she tosses out a nugget of information that throws another wedge between them. Focus: Let the “intent” of the provocateur build slowly so it isn’t obvious to the audience at first. Shifting Alliances Situation 3 people might find themselves in Two characters are initially allied against a third. Over the course of the scene, the alliance changes again and again and again. Focus: The scene should come full circle so the alliances end where they began. Threes a crowd A fun activity for friends Two characters in a very positive relationship engaging in the activity suggested. The entrance of a third character makes all the relationships go negative, until one character exits. At this point, the remaining relationship turns positive again. Focus: Logical tilts to change the relationships. 19-1 Wallflower A fun activity for friends Two characters are engaged in the activity suggested. The third character enters and tries, to no avail, to get involved. Focus: Keep the third character’s attempts to get in lively and positive. 19-2 20)Long Forms Just a few long forms which we perform most often. General Edits Sweep Edit: Walking completely in front of the scene, will clear the stage and a completely new scene will start when you have crossed the stage and turn, trust that your fellow players will be there to help. Tag Out: Tag out a person or people in the scene by tapping their shoulder, the remaining person(s) are the same characters that they were before the tag out, but in a different place or time. Double Tag Out: Tag out a person by tapping both shoulders at the same time. This indicates you are popping in for a quick one or two lines at which time the person you tagged out will tag right back in to continue where they left off. Sweep Tag: Start a solo scene by tagging out all of the characters on stage, since you did not cross the front of the scene no one should come out to join you at first. Your fellow players will edit or join you when you need it. Cut To: From offstage, yell “Cut to <blank>” or “Meanwhile across town” or anything like that to change the location (or time) and cut to a related scene. Freeze and Comment: Freeze the scene to make a comment, add an endowment, make a suggestion, or verbally edit the scene (meanwhile across town . . .). Preferable to just yelling over the scene so the audience (and players) can hear you clearly. In-scene Monologue: Do a monologue from a scene by just stepping straight out to the audience and delivering to them, and then return to your spot so the scene can continue. To edit from the monologue simply cross the stage instead of returning. Out-of-scene Monologue: You can also do a monologue during a scene you are not in. Walk up the side of the scene to the front of the stage and deliver the monologue, when done either go straight back so the scene will continue or cross the stage and the scene will be edited. Canadian Cross: Be sure to cross upstage so you do not appear to be performing a Sweep Edit. Montage A series of scenes and/or monologues connected by edits. Cut to Montage A series of scenes where the only edits used are variations of the “Cut To” edit. Documentary A pair of chairs are set up down right and a pair are set up down left on the stage. These are the “interview” chairs. The host gets a suggestion on which to base a documentary. The form starts with a pair (or individual) of actors in one of the interview spots. They talk about where they were when the event started, as if they’re talking to the camera. They self edit and enter the scene. The scene shouldn’t be a replay of what they’ve done, it should be the rest of the story, as narration and re-enactment play together in a real disaster documentary. Normal edits can be used within the scene, sweep edits should go to another interview session. The form is stronger if people can keep the same characters, in general, and have multiple story lines converge by the end. 20-1 Follow the Action This is a montage where the edit is from within the scene. Whenever a character exists a scene with a purpose, we cut to that character arriving at their next location (whether it is on the other side of a door or across town an hour later), following their action, rather than the story of the person left behind. One Act Play / Monoscene As the name implies, this is a one act play. Best not to use edits (or use them sparingly, like a flashback) to keep this as pure as possible. We like to have plays (i.e., cast of characters and setting) that have continuity from night to night during a given run of a show. The monoscene variation is a one-scene one-act play. Variation: Recurring monoscenes (e.g., Duke and Ally, AlleyKatz, LaCrosse Brothers) where each performance is the continuation of previously established realities so the characters grow and have a shared history. Pyramid Form This montage form is in 5 levels. Level 1: A series of short scenes separated by sweep edits. Each scene should be inspired in some way by the one before it (the audience shouldn’t have to work too hard to see the link). When just about everyone has initiated a scene (try to take turns if possible) someone sweeps into a monologue. Level 2: The monologue is from the point of view of one of that actor’s characters and should advance the story started in his scene. He walks off and is replaced by another actor doing her character’s monologue to advance her scene. When everyone has gone a new scene is initiated. Level 3: This is a series of slightly longer scenes that are continuations from the lower level. Each scene should be initiated by one of the already established characters. Fewer scenes are done (so we might go from 8 scenes to 4), so the characters from different stories are combined into these scenes although some new minor characters can be created as well. Level 4: Another series of monologues are performed to move to the last level. Level 5: The last level of the pyramid is one scene that brings it all together. This scene can have multiple tags as necessary to bring the story together. Support Group The form opens with all the players taking their seats in a semi-circle as if in a support group setting. With large characters, each with a central “issue” the players talk about their week, emphasis should be made to have an anecdote to relate, not just ramble about the week. After about 10 minutes (or when everyone has had their chance to tell a story) the meeting breaks up. What follows is a montage of scenes, each starring one of the support group members. Each scene continues, or plays off of, the anecdote. After everyone has had a scene, we go back to the support group session. A full support group scene can occur or a quick ending, whichever happens. Variation: Support Group can also be played as a monoscene, without the followup montage. True Stories The host gets a suggestion to start the improvisation. An actor tells a true story as a monologue, inspired by the suggestion. They self edit into the scene which starts as a retelling of the story, but as other actors engage it can grow in any direction (parody, new ending, other points of view, etc). In a pure form, the scene would end with a sweep edit into the next monologue on the topic. 20-2 However, standard edits can be used (including sweep) to start new scenes inspired by or directly related to the scene played. Avoid more than 3 scenes between monologues or the form falls apart. Variation: Each monologue can be inspired by the previous scene instead of the topic. 20-3 21)Warm Ups Big Booty Players stand in a circle. The player at the 6 o’clock position is Big Booty. The player to his left is Player 1. The player to the left again is Player 2. Numbering goes around until you get back to Big Booty. Big Booty starts the game. Players say their identifier and then someone else’s. That player says their identifier and then someone else’s. If a player makes a mistake they step out of their spot and everyone moves up one number, that player then takes the last spot (right of Big Booty). Example: “Big Booty, Number 4” “Number 4, Number 2” “Number 2, Big Booty” “Big Booty, Number 3” “Number 3, Number 3” oops, Number 4 becomes 3, 5 becomes 4, and the previous 3 becomes Number 5. Get it? Didn’t think so. Bippity Bippity Bop Players stand in a circle, with one player in the middle. That player has to get out of the circle. They do so by making someone else lose in a direct challenge. The challenges are as follows. Bippity Bippity Bop: The player in the middle stands in front of someone and says Bippity Bippity Bop as fast as they can. If the challenged player does not say Bop first, they lose. Bop: The player in the middle says Bop. If the challenged player says anything in response, they lose. Kamikaze: The challenged player puts their fingers over their eyes like goggles. The 2 adjacent players lean in and form wings with their outside arms. The player in the circle counts to 10 as fast as they can. If anyone is not in position by 10, they lose. Elephant: The challenged player makes a trunk by putting one hand across the other, and then bending the lower hand so that they can grasp their own forehead. The 2 adjacent players lean in and form the ears with their outside hands by making a fist and bending their arm so that the fist is against their temple. They have until 10 to do so. Tree: The challenged player puts their hands up like branches of a tree, the adjacent players kneel at her feet as bushes. Jesus: The challenged player puts their hands outright as if on the cross, the adjacent players hammer in the nails. Other variations as they’re developed . . . Bunny Players stand in a circle. One player becomes a bunny, putting their thumbs against their temples and waggling their fingers like bunny ears. They repeat, “Bunny, bunny, bunny” as fast as they can. The adjacent players join in, each only using their outside hand. When all 3 are in synch, the middle player passes the bunny to someone else in the circle. When that person is in synch with their adjacent players, they pass it. Variations: Chicken – center player does a beak and adjacent players flap a wing while “buc buc buc”ing; Killer Bunny: At any point, the middle Bunny could shoot her arms up in the air, lunge to the side and consume one of her ears! Then the ear would be out. But anyone in the circle could stop the killing if they pointed their hands at the Bunny and yelled "Die!" as the Bunny's arms were in the air. Then the Bunny would be out. 21-1 Categories The initiating player names a category. Going around the circle clockwise, each player names something that would fit in that category. When it gets back to the initiating player, they say the last item. The next player picks the next category. Counting Players stand in a circle. Everyone in the circle looks down at the ground and closes their eyes. Someone will count off the number one. Then someone else will count off the number two. No one knows who will speak the next number. If two people speak out at the same time then the group must start again at one. How high can we go? This can also be done with the alphabet to see if we can get to the end. Though, truth be told, I like when we keep being in synch, it shows that we’re . . . well, in synch. Exaggeration Circle Players stand in a circle. A player initiates a small motion for a few seconds. The next person repeats it, making it bigger. The next person heightens and explores it more, and so on. It should be a super-version of the motion when the initiator gets to do it again. Then the next person initiates a new motion. Et cetera. Go Players form a wide circle, with 1 in the middle. The person in the middle points at someone. They say go. The person in the middle walks towards them to take their spot. They point at someone else, who says go, and they start walking their before the first person gets to them. Play continues as everyone points to get out of the way before their spot is taken. Point, Go, Walk. Hot Seat All players stand in a circle and subject/topic is selected. Anyone can jump into the "hot seat" in the middle and start a mini monologue about any subject. They can't leave until another player taps them out and takes over the monologue on the same subject. Hot Spot Players form a line or a circle. One player takes the sage and starts singing a known song. As soon as this player shows any signs of stopping (because she doesn't know the lines any more, gets tired or embarrassed) another player needs to step in and take over (singing a different song). Players should also be tapped out after they’ve sung for fifteen seconds or so. Each song should be inspired in some way by the previous one, but if nobody is inspired, anything will do to help out the person in the middle. Jeepers Peepers Everyone gets into a circle. Everyone looks down at the ground, not making eye contact with anyone else. The group all counts to three and on a count of three everyone looks up at once. Each player in the circle is responsible for making a strong choice, and they must either look to their left, their right, or directly across the circle. If eye contact is made by any pair of people, they give a primal screen. Immediately following the scream everyone looks down again and the count starts. Continue until there is no scream. 21-2 Next on Tafffy A player is picked and given a letter. They say 4 words that start with that letter to form a possible talk show topic. Everyone yells, “Next on Tafffy!” and then the player picks another player and assigns them a letter. A 4-letter word can be assigned instead, and the player treats the word as an anagram. One word story One word story is told around the circle. Can be 2 words, step, etc. Pass/Catch Everyone gets in a circle. One player in the circle makes a gesture and a noise at the player to their left. That player immediately repeats the gesture/noise at the player to their left. The gesture/noise is passed around until the original noisemaker repeats himself. Then the player to his left comes up with a new gesture/noise and the process is repeated. Passing the Clap Players stand in a circle. The initiating player turns to the player next to him. At the same exact time, they clap. The 2nd player turns and claps in unison with the 3rd. The clap is passed around the circle, getting faster as it goes. Variation: hold hands and pass a squeeze around the circle instead (sweatier, but less STD jokes). Popcorn Players form a circle and crouch. They randomly jump up in to the air and clap their hands. If two players clap their hands at the same time they are out of the circle until another two are “popped out.” Sound Circle Players form a circle. One player turns to her left and makes a sound. That person repeats the sound back and turns to his left and makes a new sound. Continue until everyone is soaked in each others’ saliva. What’s in the Box Players pair off for this game. Player A mimes opening a box. Player B asks, “What’s in the box?” A responds. B can say No if they want, and A has to immediately name something else, until B says Yes. B then asks a question about the item, but can No the answer as often as they want. After a few minutes, A&B switch roles. Whoosh-Bong Players stand in a circle. There is an invisible track running around the inside of the circle at waist height in front of them. There is an invisible ball rolling around the track. It is important that all players keep their eyes on the ball. In order to move the ball, players must help it. They push it in one direction or the other, by yelling Whoosh, while hitting the ball with a forehand sweep. You can change direction by putting your other hand in front of it so that it bounces off your palm after passing across your body, while you yell Bong. You can send it across the circle by laying your arm on the track so the ball rolls up your arm, across your chest, and off your other arm which you point to another player while yelling Tron. Tron can be blocked by pulling 21-3 your disc from its holder on your back, and using it as a shield (see the movie, okay?). You can also put your “bong” hand directly in front of the center of your body, at a 45 degree angle and “Ramp” the ball past the player adjacent to you. (Can also be done with a dog instead of a ball . . . Woof, Bark, Chain, Short Chain, and Meow.) Word Ball Players stand in a circle. There is an invisible ball thrown from person to person. When a person throws the ball they say the first word that comes to their mind, the catcher free associates and says another word and instantly throws the ball to someone else who free associates from that word. (Classic Harold starting game, if you’re into that kind of thing.) Zip-Zap-Zop Long distance tag game. The ready position is a casual stance with both hands pressed palms together in front of the chest. The initiating player points at another player and says, “Zip.” That player then points at another and says, “Zap.” That player then points at another and says, “Zop.” That player starts over again with, “Zip.” Play continues with energy building. Everyone should try to give off more energy than the person before them and keep an even rhythm. Zoom-Schwartz-Parfigliano This game works much like Zip Zap Zop, except with different words and actions. Zoom: Always start with a Zoom. Point to a player and say Zoom, it is that player’s turn. You cannot Zoom directly after being Zoomed (“Can’t zoom a zoom.”), and you cannot Zoom someone standing adjacent to you. Schwartz: Returns play to the person who just “tagged” you. Parfigliano: Said to the person on your right or left, passes the tag to him. Lambada: Said with a sideways hip movement. It skips the person next to you, to pass it to the person next to them. (Direction of hip movement indicates left or right.) Twizzler: Opposite of Parfigliano. You say it to the person on your right or left, but it goes to the opposite direction. (Say it right, it goes left.) Twister: You say it to the person on your right or left, but it goes to the opposite direction and that person has to spin around before going. Bitterman: A double schwartz. Sends play two people back. (This could mean it comes back to the person that is saying Bitterman!) Cheeze Whiz: Point to a person and say Cheez Whiz, they have to respond with a food that contains cheese and then continue. Butternut: Zoom with a joke and without the restrictions). You point to someone and say Butternut. They respond “Butternut . . . [some piece of advice that should have started “You’d better not”]!” and they’re “it.” Switch: Point to someone and yell Switch, then switch places with them, they’re it. Can have an adjective preceding it which affects how you switch. FAO Schwartz: Named for the famous toy store (now owned by Toys R Us, sigh), it’s a Schwartz, but before going again, the schwartzed person yells out the name of a toy. In jokes: This is where we try to get in jokes out of our system. We have many, learn them, live them, and love them. 21-4