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Tools to Help Scene Work
Developed by Dan Castelanetta and Gary Schwartz
BEGINNING
Setting up a scene is very important. Be very clear, even if it takes
a little time, on all the elements that start things you must fill in
all the rest.
ELEMENTS
WHO: Not only is it important to know who
you are but how are you different from the other person. If the suggestion
is a two Catholic school and you pick a "who", try to avoid
picking nuns. Make one player the Nun and the other a parent of one of
the students. Now if the audience suggests two nuns, one should be a the
mother superior and the other a novice. Make that decision with the other
player at the beginning instead of just using stage time to discover it.
Of course the person introducing the game can do this as well. An interesting
tool that can be used in "who" work is...
PROJECTION: See your fellow player as
someone or something that evokes a strong response be they fictitious
or someone from your own life. It could be your mother, your dog, a vampire,
a long someone you idolize, someone who makes you laugh, or someone who
irritates you. It's a version of "Who Am I?" except the other
player doesn't have to know. The other player already knows who they are
in the scene. i.e. the Mother Superior and the novice. But it will give
you a character. If the novice sees e Mother Superior as a cute baby and
responds to her as a cute baby, all the while keeping the reality of the
scene, the novice will come off as a rather childish person and the Mother
Superior can respond appropriately or inappropriately as the case may
be. Again it is a way of giving you a character, not a game where the
person tries to guess who you see them as.
WHAT: Always start the scene with an activity.
The Mother Superior could be showing the novice around the school. It
doesn't have to be physically active. It can even be a simple as an interview
or waiting. But again, it's important that the players be involved in
something and know it before they go into the scene.
WHERE: A very important element and should
be laid out as much as time will allow. "Where" will be later
discussed in the context of the following tools.
TELL THE TRUTH: This means if the player
is stumped or whatever you're state of mind is at the point. Say, as the
costumer (even though it is really you), "I don't want to argue with
you. I'm tired of arguing." But don't stop there....
RAISE THE STAKES - HEIGHTEN AND EXPLORE OR RANT:
Okay. You say, "I'm tired of arguing. I want to stop arguing!" That's
fine but where do you go from there? Aside from the other things you can
do: interrupting the routine, lying, or creating conflict, you can embellish
your feelings and extend them. "I'm tired of arguing. I've argued
with every shoe salesman in this town and I can't seem to get along with
shoe salesmen. They rub me the wrong way. I just want to punch their faces.
The truth is my father was a shoe salesman and I hated him and every shoes
salesman reminds me of him. I've had to wear the same pair of shoes for
twenty years. That's why my feet smell so bad. Please you have to help
me!" That last plea brings the other player into the scene. Remember
you're trying to make a connection. That brings us to...
THE RANT -- OR A VERSION OF GIVE AND TAKE:
This is a little structure that can help infuse life into scene. If you
see a fellow player ranting, like the customer in the shoe store, the
other player should allow the person to go on and at some point can interrupt.
At that point the other player should drop what they are saying immediately
(no overlapping) and listen intently while the other player rants for
awhile. Then the other player interrupts all the while working to shorten
each other's response. This can be played within a scene or be the whole
scene. In either case it infuses the scene with energy and connects the
players.
EMOTIONS: Another way of infusing life
into a scene (if it isn't already (INTENSIFY EMOTIONS) is to pick a strong
emotion like the customer did in the previous paragraph. Allow it to color
your response. Take a moment to be aware of you feelings. Where are they
physically in your body. The basic emotions are HAPPY, SAD, FEAR,
and ANGER. Everything else is a variation. Pick an emotion and
again, like lying, justify it.
PAUSE INTO SILENT TENSION (ANOTHER VERSION OF NO
MOTION): If things are getting too frantic on stage as opposed
to sluggish. This would be a good thing to use as well as "slow motion"
or no motion."' Again, this is used to make a connection. Pause into
silent tension is when both players stop and look at each other with their
full attention. Allowing only silence to be between them. And as in the
game, "silent tension", the players communicate silently. Then
when they know what is going on between each other, they verbalize it.
This will help bring things back into focus and, again, connect you with
your fellow player.
WHERE: In the past whenever there is the
side coach, "Use your where." Sometimes the players would go
to it and the scene would take on more life but a Jot of times it bogged
the scene down even more. That's because one player will go get a glass
of water or go to the buffet table and not include the other player or
not incorporate the where into the scene. That, for the most part, was
because there was no connection made between the players. Use the where
in the context of these games that have been discussed.
INTERRUPT THE ROUTINE with WHERE.
Don't just go over and get a glass of water. Maybe the faucet knob won't
turn. There are no glasses in the house. You can then turn around and
accuse your fellow player of hiding the glasses. This is also CREATING
CONFLICT.
BUILD OFF EACH OTHER AND ADD SOMETHING EXTRA
using the WHERE. When getting
a glass of water, hand it to your fellow player. The player should add
something like, looking at the water and seeing if it's dirty, then show
it. The other player can discover there's little life forms in the water.
The other player can pick a little life form out of the water and play
with it or eat it.
LYING in the WHERE.
No not lying on a bed but lie about what you're doing in the where. If
you get a glass of water and drink it, you might say. "My God, this
is chocolate milk. You have hot and cold running chocolate milk."
The other player can support it and add to that, "If you leave the
faucet on a little longer the marshmallows will start coming!"
You can also RANT about something in the WHERE. You can have an EMOTION
about something in the WHERE. And we've always known we can HEIGHTEN AND
EXPLORE the WHERE. But whatever it may be, always be mindful of including
the other player.
SOME RULES OF THUMB
These are some things to remember and some pitfalls to avoid.
NEVER REFER TO AN INVISIBLE PERSON ON STAGE
Whether it's an invisible bartender or waiter, it takes your focus away
from the other player and screws with the reality of the scene. Try to
stay away from invisible people.
ALWAYS STAY WITH WHATEVER IS OFFERED TO YOU
Because...what else is there? There is where you find the gold. The previous
tools mentioned will help you mine it. But if you negate a beat or an
offer, then you've got to waste time initiating a new beat and whose to
say that's any better.
DROP WHATEVER IT IS THAT YOU'RE PLANNING and only deal with what your
fellow player has offered you and go from there.
MORE TOOLS THINGS TO HELP YOU GET OUT OF TROUBLE IF
YOU'RE FLOUNDERING.
The basis of these improv tools is to
BUILD OFF EACH OTHER AND ADD SOMETHING EXTRA:
In simplest terms it means, adding to what has been offered to you. If
you're a shoe salesman with a customer and the customer asks, "Do
you have anything on sale?" You can say, "Yes." or "No."
but add something to that like, "Yes, if you brought the add that
we had in the paper today." The customer can produce the paper or
not, but could add "Yes, and I must say this picture of you doesn't
do you any justice." The salesman can look at the paper and add "Oh
my God, I'm naked!" By building off each other and adding something
extra you give the scene some interest, some reality and what we would
hope for - the unexpected. Speaking of which....
INTERRUPT THE ROUTINE: Interrupt the routine.
See if you can make a different choice other than the expected. For example:
as the shoe salesman you're first impulse is to measure a customer's foot.
Find a way to interrupt that routine by perhaps being fascinated with
the customer's foot.
Another extension of this would be to --
CREATE A LITTLE CONFLICT: The salesman
might be repulsed by the smell of the customer's foot and must do something
to eradicate the smell or cover it up. The idea in this case is that both
players try to work together to overcome the conflict and find other conflicts
along the way. Perhaps the customer sprays her foot with perfume but it
turns out the shoe salesman is allergic to perfume. Now the salesman will
have to toss the shoes to the customer to try them on.
What's the next conflict? Certainly the customer could object to this
treatment and walk out. However, that would end the scene or just turn
into an argument between the salesman and the customer. Again, try to
connect. If you can't create a new conflict or interrupt the routine try...
LYING: Tell a lie and stick to it. The
customer can lie and say she's secretly in love with the shoe salesman.
Then the shoes salesman can either try to challenge the lie - "But
I never even saw you before." The customer has to justify this by
perhaps saying, "I was the little girl you use to sit behind in third
grade." Or the customer\player could...
DON'T DENY No explanation necessary.
MAKE SURE YOU PROPERLY SET UP THE GAME
Before starting both players should know the Who and how they are different,
what they are doing and where they are.
TRY TO START THE SCENE IN THE MIDDLE Try
to avoid, "Hello, how are you?"
THERE ARE NO MISTAKES
Everything that happens on stage happens for a reason . It only helps
the scene. It is an opportunity. If someone isn't "doing what you
want them to do" it's because it's an opportunity for you to say,
"You're not doing what I want you to do!" in the context of
the scene. If you screw up it's for a reason. One of the funniest things
I ever saw improvised was when Jim Stahl in the middle of a scene, in
order to get out of some situation, said he was from Germany except he
didn't speak with a German accent and the other player asked "If
you're from Germany, how come you speak with an American accent?"
Jim Stahl answered, "I'm drunk."
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