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Monday, June 16, 2014

The One Where They Build a House

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The classic approach to describing how an improv scene is built is to refer to it as like chess (although sometimes tennis is used) which likely (as Bill Arnett points out) because as improvisers, we like to think of ourselves as being very clever. A chess analogy nicely makes improvisers feel like our craft is lofty, regal, and very smart. The problem (which Arnett also pointed out) is that it implies that there is a degree of strategy and planning involved in performing an improvised scene – just as the grand master sees his opponents six moves out, apparently a grand improviser is able to plan his moves out, which goes directly against the basic principle of improvisation. (Though it should be conceded that there are, have, and likely always will be, performers who do plan (or at least try to plan) scenes out ahead of time. Equally it should be noted that the shorthand, invisible, and sometimes telepathic group mind that some performers have with each other does flirt the line with “planning”.)

Bill's alternative was to describe a scene as a game of “Battleship”, where the two players take turns sinking each others fleets – an analogy that does correctly capture the principle that scenes are not planned and are built by scene partners taking turns in the process. Where this analogy falls short (with all due respect to Bill) is that every game of Battleship is played exactly the same. Sure the winners, length of game play, and individual tactics may vary, but the game has the same mechanics and end point. No game of Battleship has ever been played differently – but improv scenes are played differently all the time. How improv scenes conduct themselves and how they end is different for every scene that has ever been and ever will be played.

The metaphor I propose is that building an improv scene is like building a house (not a big stretch to be sure, and it does not adequately, or at least explicitly, provide the back-forth shared responsibility like “Battleship”). Every house is different – even if only in location; but there are larger manor houses, mansions, two-story ranch homes, huts, shacks, duplexes, single story dwellings, with attached garages and not, with multiple bedrooms or bathrooms, attics, basements, and any number of variations inside. This, I feel, better describes the idea that scenes serve different functions, and achieve those functions in different ways. Some scenes are slow-burn scenes that sustain for 30 minutes with no edits; much more theatrical and character-rooted. Other scenes are simple, one-line button scenes that last for 30 seconds, like a round thatch hut. But because scenes can vary so much in how they play and what they're supposed to do for an audience (e.g. laugh, cry, grumble) it is important to remember to focus on what each individual scene provides. While we all might like to live in a penthouse suite in Central Park West, some people have to live in a lean-to in Outer Mongolia.

As I was thinking about this analogy, I was struck by the idea of a keystone – which in a figuratively architectural sense is a central supporting element of a larger structure. The keystone is the first idea that sets the entire scene in motion – the one that tells us what this scene is going to be about (a “key” piece of information). In Johnstone terms, it is the tilt that occurs after the platform has been established; in other scenework approaches, it's often the game move, or at the very least a gift (movement, action, or line) that, when acknowledged and used, causes the scene to actuate. Keystones are useful because they are what can prevent a transaction scene from being just a transaction scene – they only require attention and a willingness to use. Here's an example from a recent Seersucker show:

Man and Woman enter Man's apartment.

MAN
Well, this is my place. Feel free to look around, I know how you women like to touch things.


MAN's MOM
(Entering)
Oh don't mind me, I'm just going to touch some things.
(Starts touching everything)

What followed was a scene about a family dynamic that was heavily rooted in physical contact of everything and everyone, which could only be achieved because the keystone (the line about touching things) was used. (This scene can only really last so long since it is so based on a simple game move – I would say given the commonality of this kind of scene that it was a two-bedroom house in the suburbs.) This isn't to say that this was the only keystone that could occur in a scene; had that one not been used, another one probably would've popped up in the next line. (Keystones, which are synonymous with game moves and tilts, likewise occur usually in the first five lines of a scene.) Does a scene have to have a keystone? No, just as buildings don't have to have one to stand up (keystones are more common in vault and arch structures). A simple round walled hut was the popular home during the Medieval period because it is simple to build – place a post in the ground, attach a rope to the post, and then walk around the pole at the end of the rope marking off the outer wall. Scenes without a big single keystone will likely have some smaller ones sprinkled throughout, and will probably be a slower burning scene that will need more effort to build in a way that won't cause collapse. The keystone though (and how we use it) tells us what kind of house we're building.

None of this contradicts, nor negates, the need to continue to add information to a scene (building walls, doors, stairs, closets) or the need to listen and respond to your partner and build the house together (don't put a second kitchen in a single bedroom abode). It's just another way of thinking about the process of building a scene, so we can all live inside of it together.