things to remember while doing improv n.
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Things to remember while doing improv :

Things to remember while doing improv :

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Things to remember while doing improv :

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  1. Things to remember while doing improv:

  2. Always accept the offerThe scene goes nowhere when offers are shut down.

  3. “Yes . . . And . . .” Accepting the offer is not enough. Accept it and ADD to it

  4. Treat your teammates as poets, musicians, and magicians and they will be

  5. DON’T go for potty humor It’s too easy. Sex and bathroom jokes are not nearly as funny as something really witty and clever

  6. Make big, specific offers-physically and vocally Begin a scene with a statement not a question

  7. No one is a star in improv It is teamwork whether you’re onstage alone or not. It is everyone’s job to make everyone look good.

  8. You don’t have to be onstage in every game Silence and absence are tools

  9. Trust yourself and your teammates They won’t let you fall (unless you’re Ms. Rob, who had bruises for weeks after that particular incident!)

  10. Improv is quick. Don’t overthink choices. Whatever comes out of your mouth can be worked with.

  11. End a scene before it dies. It will be tighter and wittier.

  12. The object of every game is a scene-beginning, middle, and end-not comedy. Play within the rules of the game and it will be funny. If it’s not, that’s okay, too.

  13. Side coaching is a tool, not criticism.

  14. Forgive yourself immediately. Negative attitudes impede creativity and teamwork.

  15. All rules can be broken after they have been absolutely respected and mastered.

  16. Now on to important terms!

  17. Accepting Embracing the offers made by other performers in order to advance the scene.

  18. Advancing The process of moving the scene forwards.

  19. Ask-for The question asked of the audience in order to start a scene.

  20. Beat A unit of action in a scene. A scene is made up of a series of beats.

  21. Blocking Rejecting information or ideas offered by another player. (The term means something else in conventional theatre.)

  22. Breaking the routine Interrupting an action with another action in order to advance the scene.

  23. Cancelling Making previous action irrelevant. Once an action has been cancelled, it’s as if it hadn’t happened at all. Usually a bad idea.

  24. Charm The quality that makes an audience enjoy watching a performer.

  25. Commenting Stepping out of the reality of the scene by saying or doing something that refers to the fact that it’s a scene being played. Also refers to “playing” an emotion rather than feeling it. Should be avoided, though used sparingly it can sometimes be effective.

  26. Complementary Offer An offer that meshes well with what’s already gone before (and usually enhances it in some way).

  27. Conflict Many (but not all!) scenes are about a conflict of some sort. If there’s no conflict, the scene may still be truthful but somewhat dull.

  28. Context The broader setting for a scene (political, social, etc.)

  29. Corpse To break up laughing while playing a scene. Usually not a good thing to do.

  30. Driving Taking over a scene and not letting other performers influence its direction. Makes you an unpopular improvisor.

  31. Endowing Assigning attributes to another performer’s character.

  32. Explore and Heighten To take an idea and see where it leads, exploring its natural consequences while simultaneously raising the stakes.

  33. Extending Taking an idea and letting it become the central theme of the scene.

  34. Focus The audience’s attention should only be in one place at any given time; that place (or person) is the “focus” of the scene. If more than one thing is going on simultaneously, the focus is split. Less experienced improvisors often steal or reject focus.

  35. Gagging Trying to make a joke or do something funny that doesn’t flow naturally from the scene. ALWAYS a bad idea!

  36. Gibberish A nonsense language. Some games require the use of gibberish.

  37. Gossip Talking about things instead of doing them. Also, talking about things that are offstage or in the past or future.

  38. Handle The premise for a scene or game.

  39. Hedging Making small talk instead of engaging in action.

  40. Information overload Introducing too much information into the scene, making it difficult or impossible to ever find a satisfying ending that resolves everything.

  41. Instant trouble Making an offer that introduces a problem or conflict but that doesn’t relate to the narrative of the scene prior to that point.

  42. Interactive Theatre Any form of theatre in which the audience is not a passive performer.

  43. Masking Standing in a place where you can’t be seen properly, or in such a way that you’re hiding someone else or some important action. Avoid!!!

  44. Mugging Making silly faces instead of reacting truthfully. Generally frowned upon.

  45. Narrative The story told by a scene. Scenes should have a clear beginning, middle, and end.

  46. Objective The thing that a character in a scene is trying to achieve.

  47. Offer Any dialog or action which advances the scene. Offers should be accepted.

  48. Physicalization Turning intent into action and movement.

  49. Post-show Discussion of the show by the performers and crew after the performance, in order to identify problem areas that may have arisen as well as things that worked particularly well.

  50. Plateau A period during which a scene is not advancing. Usually a bad thing.