A good improviser has 1/2 an idea
Initiations
*A good improviser has half an idea. Coming out with half an idea is better then a full idea. Because 1/2, the time that idea can not be fully communicated.
*You can have a formulated idea of where the scene can be funny but you have to give yourself over to your partner(s) interpretation. Half of an idea leaves more room for your scene partner to participate in the scene and add information. Build together, you can't let people know what you're thinking.
*If you are socrates then alter your form, speech etc...give what you want to give. Be the character to the best of your ability.
1st beat of each scene
Every scene that you play comes back a 2nd and 3rd time. You have to be super disciplined in these scenes. You can't mess around and play any scene you want, you must have a focus with your scene partner. You both should have a good idea about what the game is. What's the focus, what's making the scene funny (the first unusual thing). This is where the game is developed.
---3 line scenes--
who, what, where (this exercise is great practice for your initiations into your scenes) The three lines should be strong begginings not the beggining and end of a scene. {1st person delivers an initiation, 2nd line is in response to the 1st line. 3rd line comes from the initiator.}
*Every great statement needs a justification {He deserves to die! why?}
Statements always rule over questions. You ask a ?, you become a theif, you make statements and you become santa clause. Gifts for everyone.
Don't spend time talking about objects or what you are doing.
--Scene work--. It's not about the "thing" it's about what the "thing" represents. Once it's served its purpose (the thing) move on...start painting more. The thing should bring us to another place and tell us something. if you end up talking about (the thing) Change the subject, scenes can go a million different places. Try something else, you can use nouns....Nouns are your friends. Really speak to things...if you're to tired to eat, explore that...really take it far.
Make positive choices if you talk about objects and people who aren't there then bring them back. Branch out and explore, you have to justify why it matters to bring them or it, into the scene.
**Talk about what you really want to talk about. Have your conversation. Speak to a condition right away, and we will buy one unusual thing a scene. If your stomach hurts...then why? If it's because you eat demons, then fine but everything from that point on should be real. Justify demon consumption then move on. One justification is enough and then give him realistic diet choices.
....next time
-The game
-abuse in scenes
-ideas
-philosophy
Initiations
*A good improviser has half an idea. Coming out with half an idea is better then a full idea. Because 1/2, the time that idea can not be fully communicated.
*You can have a formulated idea of where the scene can be funny but you have to give yourself over to your partner(s) interpretation. Half of an idea leaves more room for your scene partner to participate in the scene and add information. Build together, you can't let people know what you're thinking.
*If you are socrates then alter your form, speech etc...give what you want to give. Be the character to the best of your ability.
1st beat of each scene
Every scene that you play comes back a 2nd and 3rd time. You have to be super disciplined in these scenes. You can't mess around and play any scene you want, you must have a focus with your scene partner. You both should have a good idea about what the game is. What's the focus, what's making the scene funny (the first unusual thing). This is where the game is developed.
---3 line scenes--
who, what, where (this exercise is great practice for your initiations into your scenes) The three lines should be strong begginings not the beggining and end of a scene. {1st person delivers an initiation, 2nd line is in response to the 1st line. 3rd line comes from the initiator.}
*Every great statement needs a justification {He deserves to die! why?}
Statements always rule over questions. You ask a ?, you become a theif, you make statements and you become santa clause. Gifts for everyone.
Don't spend time talking about objects or what you are doing.
--Scene work--. It's not about the "thing" it's about what the "thing" represents. Once it's served its purpose (the thing) move on...start painting more. The thing should bring us to another place and tell us something. if you end up talking about (the thing) Change the subject, scenes can go a million different places. Try something else, you can use nouns....Nouns are your friends. Really speak to things...if you're to tired to eat, explore that...really take it far.
Make positive choices if you talk about objects and people who aren't there then bring them back. Branch out and explore, you have to justify why it matters to bring them or it, into the scene.
**Talk about what you really want to talk about. Have your conversation. Speak to a condition right away, and we will buy one unusual thing a scene. If your stomach hurts...then why? If it's because you eat demons, then fine but everything from that point on should be real. Justify demon consumption then move on. One justification is enough and then give him realistic diet choices.
....next time
-The game
-abuse in scenes
-ideas
-philosophy
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