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Game The class sits in a circle. An idea is introduced. Every player must add an idea to move the scene forward. Example: Graveyard, fingernail polish.

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Presentation on theme: "Game The class sits in a circle. An idea is introduced. Every player must add an idea to move the scene forward. Example: Graveyard, fingernail polish."— Presentation transcript:

1 Game The class sits in a circle. An idea is introduced. Every player must add an idea to move the scene forward. Example: Graveyard, fingernail polish

2 Improvisation Foundations
Keep it moving Wimping and Waffling

3 Tell don’t ask A good player moves the scene forward and does not rely on someone else to do it for him. Every player on the team must believe in themselves and contribute new ideas for a scene to be exceptional. It is easy to let the ‘veteran’ actors present all the new ideas.

4 Consider the role Mel creates…
Jeff: Oh my gosh! Look at that wolf! Mel: Yeah! It’s really huge! Jeff: It’s getting bigger! Mel: It sure is! Jeff: My goodness it’s eating my dog! Mel: The poor dog!

5 Questions Did Mel block any of Jeff’s ideas?
Was the scene moved forward? How many ideas were introduced? Who introduced them? Was this brilliant improv?

6 Wimping What Mel did in this example is referred to as wimping.
The most common form of wimping is asking questions. Questions do not contribute new ideas.

7 Example George: Look at the new dog I got. Perry: What breed is it?
George: It’s a German Shepherd. It can protect me against people. Perry: Who do you need protection from? George: The Mafia. They are after me. Perry: Why?

8 The workload must be shared
Who created all the ideas in this scene? George was doing all the thinking—all the working. If the responsibility for moving the scene forward is shared by all the players, it is faster and exciting.

9 Example George: Look at the new dog I got.
Perry: Wow! A German Shepherd. You must need protection. George: Yeah, the Mafia is after me. Perry: I told you not to date that girl.

10 Waffling Sometimes there are instances when neither player is willing to advance the scene—a double wimp. This situation of both player not willing to define anything is called waffling.

11 Example (Opens box to find a gift) Emily: Look what I got.
Al: It’s very nice. Emily: Yes. And sparkly. Al: It is certainly bright. Emily: Bright indeed.

12 Take responsibility A scene like this collapses because neither player wants to take responsibility. Neither one wants to be personally responsible for the failure of the scene. The scene fails because of the lack of comittment.

13 Jump right in Wimping and waffling are common at the beginning of scenes. Players wait and delay, trying to keep within their comfort zone. Each player waits for the other to create an idea, or do something. It makes an uncomfortable pause.

14 Example Harry: Hi Jill: Hello there. Harry: So whatcha doing?
Jill: Nothing much. You? Harry: I don’t know.

15 Real life conversation?
The sad thing is this kind of conversation happens all the time in real life. Time on stage is greatly compressed. Minutes seem like hours, and seconds like minutes. Make good use of time. This conversation resembles a relationship breakdown, or break up. These are not fun in real life, and are not fun to watch on-stage.

16 Game: Questions Ask the students to sit in a circle.
The facilitator begins by asking the student sitting next to him/her a question such as, “Why is the sky blue?” The student must answer the question by asking the next student a different question such as, “How are you?” This continues until someone cannot think of a new question quickly or answers the question. This person is now out of the game. Keep playing until there is one winner.

17 No Questions Repeat the same game. Sit in a circle.
One person begins by stating an idea to the player next to them. Each player adds a new idea. Questions are not allowed. Try not to Wimp or Waffle.

18 Game: 20 Questions One player is removed from the room while the rest of the team decides on an object. The first player enters the room and asks questions to try to find out what the object is. Questions can only be answered by a yes or a no. After 20 questions, if the object has not been guessed by the player, another round is begun.


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