Follow me on Twitter!

Showing posts with label mistakes. Show all posts
Showing posts with label mistakes. Show all posts

Monday, October 7, 2013

I Hate Improv Class

-->
(Author's note: I wrote this essay around February 2009.)

Since moving to San Diego, my once weekly fix of improv with my long form group has yet to fully satiate my improv hunger. I decided to sign up for classes at the local improv house. It's a short-form in the style of Comedy Sports kind of place, and even though I don't particularly want to do that kind of 'prov again, I was so hungry to do some improv, any improv, I was willing to go back to “class one” again. Additionally, I'm hoping that I can get a place performing at the theater regularly when it's all over with, and get some stage time and start building a group of improv friends to hang out with. (What can I say? I'm lonely.)

I signed up for classes no problem (though, to my surprise, almost the same price as a session of classes at the iO in Chicago, and only six weeks instead of eight), and as I was driving to the theater, I noted a distinct knot in my stomach. I was nervous. I was dreading going to class - I was honestly afraid of getting up on stage and making a damn fool out of myself. Now, I have never been afraid on stage. I have proudly stepped on to many stages and have been animals, people getting sexually molested, doing the sexual molestation, and inanimate objects (that are being used for sexual molestation). But this class, and as a matter of fact, every single class or workshop I have ever taken, I feel nervous right before the first one. I am constantly afraid that this class is the one where I will completely screw up, and no one will ever want to improvise with me ever again. And, I would argue that this nervous feeling has gotten worse the longer I've been doing improv.

While most people would say that after they've been doing it longer, they've gotten more comfortable because they're more experienced. For me though, I feel that the longer I've been doing improv, the less of an excuse for screwing up I have. When I took my first class at the iO in Chicago, I was bold as hell (probably too much, my teacher Andy had me rope it in a little bit) because at that point I could have screwed up, and just said: "Oh well, I've only done improv at college". Now though, if I screw up, people can only say: "I thought this guy did improv in Chicago!"

A failure on stage is almost always the result of no support, etc. But I can't fault new players for messing up. A flub now will definitely support the theory that I have no business doing this. As a result, I find myself working ten times as hard for everything, just to keep my head above water (it also doesn’t help that I’m a bit of a perfectionist, and I’ve only liked maybe 5% of all the improv I’ve ever done). I feel the need, the absolute life-ending need, to prove myself every time I’m around a new group, and especially a new teacher/coach. I hate improv class for the exact opposite reason that people take classes: wanting to prove that I’m good enough. I’m a student! Shouldn’t I feel comfortable enough to make mistakes in class?

Unfortunately, I now wear my Chicago improv tutelage like a weight around my neck.

Monday, August 26, 2013

The Worst Show

(Author's note: I originally wrote this article in August 2008.)

I recently had a very bad show. Bad and then some. And excuse the hyperbole, but it was quite possibly the worst show I have ever been a part of, which is saying something. What went wrong in this show, you ask? Well, what can go wrong in any show? People not listening to each other, ambiguous people, relationships, and locations, focus issues, low energy, direct and indirect denials, and an all around lack of playfulness. That this show was an iO graduation show, and that it is supposed to showcase everything we have learned in the last year (improv-wise) is itself perhaps telling.

Of course, the only thing worse than a truly horrendous show, is the backlash immediately after it. Because while a horrid (I will, in fact, use every synonym for bad I can think of) show lasts only twenty five minutes (despite the fact that it feels longer), the ripples of it can last much, much longer. This was one of those shows that everyone just sort of hangs their heads afterwards, and one that everyone knows was just bad. Even that one guy in every group who can find something positive about nearly every show (it's usually me). A show so atrocious that everyone immediately starts trying to come up with ways to fix it.
Let's run through the usual list: switch coaches, find a new practice time, required "hang-out/non-improv" time to achieve group trust/synergy, radical form changes, and a list of basics/guidelines/fundamentals/rules/commandments for what will make good shows.

It's interesting to point out that improv groups are much like bureaucracies: they are always fighting the battle they just lost.

This brings me to my point, and one that is especially resonant given that just seven days earlier, we had what was probably one of the best shows I had ever been in. Improvisation is a risky business. Perhaps the riskiest. Nothing is guaranteed, and every time you step on stage, you could easily be stepping on to your worst show, ever. Improvisers constantly tout that their artform is the purest, and the most interesting, because anything can happen. This is true, but to paraphrase a great scientist, the door swings both ways. This is the lure of the unknown, and the reason why improv is so interesting. Shows can be transcendental, entertaining, and intriguing.

They can also be boring, mind numbing, and unwatchable.

To paraphrase someone else, we deal in the unknown, friend. This is our business, and it is challenging, unique, and unpredictable by its very nature. We love it for the same reason we hate it.

So how do we deal with shows then? Can we do all the things mentioned above, and achieve success? Sure.

Can we not do any of the things mentioned above, and achieve success? Why not?

Sometimes we just have bad nights, things don't click, a smidgen of anxiety or apprehension slow a show down, and things just go awry. Not anyone's fault; just the name of the game.  When these shows come along (and they will) the only thing you can do is just keep on truckin'. Learn from your mistakes, keep working hard, and don't get too down.

Relax; after all, it can't get worse than rock bottom, right?

Monday, May 13, 2013

Our Scenes are Our Children


I still remember the first scene I ever saw that I actually knew was going on too long. It was Fall of 2004, we were playing a game of "Stand, Sit, Kneel", and after a minute or so of some intermittent laughter, the scene suddenly went decidedly unfunny. This isn’t to say that all the sudden someone was getting raped, or there was talk of killing puppies - it just ceased getting laughs. And it wasn’t that it just became unfunny, it (even worse) became uninteresting, and unwatchable. And gradually the audience began to tune out, and very quickly a feeling of panic swept over all the performers.

Everybody wanted the scene to end, but we also distinctively wanted the scene to have just one more laugh to end on. I was the one in charge of the bell during this little fiasco. Afterwards, I silently cursed myself for letting a scene run WAY too long, and also for not saving my fellow improvisers.

Generally, only very rarely will a scene pop up that is this bad, but boy when they do, they can easily cripple a show, especially if they come near the end. And they don’t always have to be three minute fiascos; I’ve seen thirty second scenes that have already gone on too long (though they often feel much longer).
It’s too easy and by definition wrong, to say that a scene was just doomed to failure from the beginning. (How depressing is it to hear that? That statement says that no matter what you did or how hard you worked, you wouldn’t have succeeded anyway.) As a general rule, a random combination of any number of performers from all across the universe should never be the death knell for a scene. This is because the basic dogma of improvisation is to just let any two people interact and enjoy the sparks that fly from basic human interaction.
It shouldn't be the premise; the previous scene's premise was a Boy Scout leader and two scouts at a strip club. Sure, maybe a premise that is a little too SNL, but certainly no one can say that that scene can't be funny or at least interesting to watch. And any postulating post-show with your fellow improvisers will undoubtedly prove any idea can become a funny scene (or course the difference here is the amount of time you have on stage versus the bar).

Here, though, the real question isn’t why it failed, but more why it failed so hard. And as a result, when and why we edit. As improvisers, we are all taught a basic rule, that all scenes have the potential to be great. If we can just be patient and follow all the improv rules we have learned, every scene can be a winner (hence all the talk of performers and premises). At the same time, we know that not every scene will work; something which we prove all the time in the laboratory of the stage. But just like any great theory, it’s still hard to say that this one is unproven (see the previous bar comment). This firm holding to this very basic rule of improv is what makes us hold on to scenes for dear life. Even good ones. If we take the time to get on stage with each other, we feel the need to explore each scene all the way out, often well past the edit point.

The other problem is part of our basic programming that we get from watching T.V., reading books, etc. We want to logically end our scenes. A big laugh, a logical conclusion to the plot, a change of heart in a character, or at a cliffhanger. Sure this is all well and good, but we operate in a universe where those things are not guaranteed, or even possible sometimes. So instead of holding out to tie up our work perfectly, or hanging on to our scenes like they are the only ones we will ever have, remember your primary obligation: to your fellow performers.

But possibly remember the even more basic tenet of improvisation: nothing is planned or pre-written, so who says you have to keep doing anything if you don’t like it?

Monday, May 30, 2011

To Err is Improv Part 3

Our brains are good at making connections and finding patterns, but that is often all we do. We simplify the world around us into generalizations and stereotypes, we discuss things in probabilities and statistics, but as my friend used to say: “Statistically speaking, statistics are meaningless.” When we trade details for abstractions, we run the risk of missing potentially damming and useful information. The easy fix for this is to simplify. This may sound counter to my previous statements, but we really have to do a lot less work than we usually end up doing. Be blunt in the information you present, and it makes it easier to interpret it bluntly. Often we learn more from summaries of information, yet we still decide to overload ourselves with information, which, as it turns out, doesn't actually help us. (We also tend to focus on the inconsequential and easily observed.)

This is, for the most part, one of the great obstacles for a young improviser: humans dread finality. We prefer to think of our worlds as pliable and malleable, with options available to us, which interpreted into an improv scene is what Keith Johnstone referred to as wimping, Tom Salinsky called waffling, but you can just think of as “wiggle room”. It's the difference between a general saying we're in a missle silo, and the some dude saying we're at work. Put bluntly (here we go): “Hope impedes adaptation”. When you're stuck with something, you have to adapt and learn to live with it. In our current model, we can break it down a little more, and take the opposite form of “hope impedes”, and make it instead “decisions breed”, and make “adaptation” into “justification” (a wonderful improv word), and we get a fantastic improv mantra: “decisions breed justification”, which is (roughewn) Del Close's third “Kitchen Rule”.

Decisions, properly committed to will give you more defined, clear scenes. You can't fear mistakes and errors in improv. But to do so isn't the end of the world – you just learn more. Studies seem to repeatedly show that adults and children have trouble tolerating mistakes, which is the opposite of what improv teachers try to breed in players (Salinsky I think put it best: “This is going to be great! What is it?” Improvisers need to be made to see the perceived benefits of taking risks are worth taking them – the tightrope is where the tension is, not in the safety net.

“A pilot who doesn't have any fear probably isn't flying his plane to its maximum.” - Astronaut Jon McBride

I had an enlightening discussion with a fellow improviser a little while back; his argument was that beginner improvisers need a teacher to tell them how to do things correctly, and we ended up putting it into terms of skydiving instruction. The first few times you take dives, you are strapped to an experienced skydiver, and after doing that, you get to move up to heavily supervised solo jumps. Now, my friend's stance was that you need that instructor flying with you because otherwise you might die – a completely valid concern about skydiving. The problem with using the metaphor in discussing improv is that messing up while skydiving can at the very least seriously injure the diver if not kill them, but that doesn't really happen in improv. If your scene tanks, you and your scene partner don't slam into the ground at 120 miles per hour and get carted off in body bags, you go “that sucked” and move on. But fearing failure like the plague and relying on someone else to tell you the “right” way defeats much of the point of learning a craft. A better metaphor for improv is Legos: sure, the lego company tells you how to put the pieces together to make the pirate ship or the castle displayed on the box, and just doing that doesn't make you a bad person, but there is literally nothing stopping you from making the pieces into anything you want. Put together something strange, or unwieldy, or that falls over instantly? No problem – take it apart and start over. Want to make a pirate spaceship instead? Knock yourself out.

Never leaving a comfort zone means that you are potentially preventing yourself from discovering something amazing that may exist just beyond the bounds of what you currently know that works. I'm not saying that there aren't dragons out there, but you can't let fear of encountering them keep you from venturing forth.

Monday, May 16, 2011

To Err is Improv Part 2

So how do mistakes ruin a scene? I like to think of it this way: imagine your scene is a ship at sea, thousands of miles from home, no land in sight, driving into the great blue unknown. Now, any mistake made on this ship could potentially doom it: steering, navigation, morale, food, disease and any number of other things that could potentially go wrong. Now with your scene, you have an opportunity after each mistake to treat it as a gift instead; to make it an offer instead of an error. Small mistakes are easier to correct than others – calling a character “Tom” instead of “Tim” or “Bob” are relatively minor errors, in the same magnitude as maybe a minor miscalculation in navigation. An error that small can sometimes be ignored altogether; it doesn't really matter what the character's name is, and a small miscalculation might still get you pretty close to your destination, or at least not that far off course. The larger the error gets however, the harder it is to ignore and still keep the ship together, and the more the error needs to be justified and incorporated. Making multiple mistakes back-to-back without opportunities to justify them drive the ship to the briny deep much quicker (rotten food + off course + dangerous storm + disease = Davy Jones' Locker; rotten food – rationing + off course – course correction + dangerous storm – more beer + disease – medicine = OK).

“You learn more losing races than winning them.” - Frankie Avalon, Fireball 500

It's a little too easy to get bogged down in the details of failure – this is exemplified by what is called hindsight bias. Essentially, when you know the outcome of something, the events that lead up to that conclusion seem inevitable, and significantly changes how we perceive and remember those events. In retellings, irrelevant or inconsistent data is discarded for those data points which bolster the ultimate finding. But before we get to that final destination, the finality is obfuscated and buried in conflicting information – this makes sense, since after all, a good improv scene does not have a predetermined, fixed point prior to the scene, but afterwards all of the information presented make where we got to become the only available option. Which is a sign of a good scene – no conflicting information, or other possibilities, just a singularity of conclusion. The issue becomes that the more familiar we are with something, the less we tend to notice – we assume things as we think they should be, not how they are. The brain doesn't tend to notice a difference between an improv scene and real life, so when we step on stage, we don't tend to notice some things because on a subconcious level, we think we're observing real life, and we have a list of things that we do normally in real life. Except, these are imaginary situations we are presented with, and we need to pay a little more heed to pick up some of the abnormal minutiae. The noticing is what is important, usually as part of an active experience, not a passive one.

Monday, April 25, 2011

To Err is Improv Part 1

From the very first time we start improv, we are taught that one of the basic rules is that there are no mistakes (or at least I hope you were). The very nature of the craft is that nothing you can possibly do is wrong because, since there is no script, technically nothing can be a mistake. By definition, a mistake is a wrong action, and how can anything necessarily be wrong when there is no “right”? After all, improv is in the interpretive, and what is right to you is correct – there isn't a test proctor who can grade you against what the right answers were. On the flip side however, everyone who's ever gotten notes after a show or class knows that it is possible to make mistakes, but how is this possible? A quick check of scenes that are “right” and ones that are “wrong” shows where the rubric lies: it's not in the individual answers, but in the piece as a whole, and from that perspective, we want something that is entertaining for an audience. But that still doesn't satisfy the dichotomy in mistake making.

“The Buddha said each mistake is a rebirth ... don't you want to get reborn?” - Charlie Crews, Life

Improv is, in a strictly technical sense, a practice that is built for failure. When systems or tools are designed to maximize success and minimize failure, they are built with what are known as constraints – devices meant to block failure. A Phillip's head screwdriver has the familiar plus sign shape that locks into a Phillip's head screw, and as a result it is difficult to use incorrectly because the system doesn't allow for many configurations. This may explain why some people prefer multiple choice tests over essay ones; multiple choice answers effectively constrain the possible answers. Improv has no such constraints – anything is possible, which means there are an infinite number of ways to make mistakes. There are also an infinite number of ways to be correct, and a lot of improv games and forms are actually just a system of constraints meant to block the capacity for making errors, and drive you down a road of success. Because there are no errors in improv, we build the constraint that as information is added to a scene it becomes fact. (The first “Kitchen Rule” - don't deny the established reality.)

Then how is it possible that mistakes can drive a scene off the rails? First, it may be helpful to indicate a few common types of errors: errors of commission and omission and errors of wimping and waffling. An error of commission is one where someone intentionally goes against the scene, for example: calling someone “Dad” when they previously established as “Mom” simply because you didn't like the original decision. Errors of omission are ones where something is forgotten, not seen, or not heard – there is no malicious intent here, just human nature (more on this later). Errors of wimping are ones where a player prefers to keep things vague instead of concrete, for example, compare “Hand me that over there” with “Hand me that rifle next to the zombie head”. This is because when we are going to make a mistake, we would rather make that mistake by failing to do something as opposed to doing the wrong thing. Errors of waffling could also be thought of as errors of committing, where ideas are tossed away because we either don't feel like keeping it in the air or because we want to try another idea. It's also important to look at errors in terms of their significance: minor all the way up to major.