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Showing posts with label skill. Show all posts
Showing posts with label skill. Show all posts

Monday, April 1, 2013

Character Arrested Development


I still occasionally get emails from my old college improv troupe, and I'm always excited to read ones where they're discussing improv theory; I love it primarily for nostalgia, but also because I like reading how the philosophies of people I trained and performed with have evolved. For a lot of college troupes in the hinterlands, each group is its own little microcosm of improv exploration, and as a result, they're generally limited to things they learn through books on the subject.
 
My favorite pops up like clockwork once a semester: the "character development" email. It goes like this: "we had a rough show, we need to work on fundamentals, so next week we're going to go over character development." But why do we pick character development over things like scenework, being "in-the-moment", or a bajillion other skills? It's the improv scapegoat. Had a bad show? It was probably bad character development. Why? Because I have no idea what it means, so I probably don't have it. It's a term that falls into the same category of "process development", "synergy", and "paradigm shift" of abstract things that sound great on paper, but have no real definition. I don't even remember how the term entered into our vernacular; I've never read it in a book or heard any teacher use that exact term anytime since. It was always just there.

For years, I broke the term down to define it. "What is character development?" someone might ask me on an improv game show. "Why, it's the development of a character arc throughout the course of the scene!" I would answer proudly. While it's true that that kind of character development (which is probably more likely to be called emotional development, scene development, or some other such acting term I'm too ignorant to know) is important, that's not what's meant by character development. The problem with trying to do it that way is we get a bunch of scenes where person A is trying to change person B in three minutes! 

Our character development practice became, every semester, two hours of scenes about breakup, love, or death. They were boring and uninteresting, and we would immediately go back to doing other things the next week.
What we all meant (but were unable to articulate, and, even worse, unable to teach) was creating rich, unique characters. Characters that were more than just a funny voice or a strange bodily affliction. What we wanted was to create characters that the audience would be interested in long enough to want to see a character arc.  (Something compounding the problem: improv shows like "Whose Line" rarely, if ever have richly defined characters.  Their scenes tend to, unfortunately, be just a funny voice or strange bodily affliction.)

So if we're not trying to negotiate a character change, what is character development actually supposed to be? The now-me, on the same gameshow, would answer "creating a character on the fly that can survive on his/her own in the universe we've created". What you need to take away is this: a character needs at minimum, two things to survive. One, a point of view, and two, a want. The other stuff (occupation, mannerisms, etc.) is good, but you've got to leave that to be discovered. And most importantly, just relax in the scene and remember that this is the universe that your character inhabits and to try to react as that character would.

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.

Wednesday, December 8, 2010

The Lowest of the Lows

I haven't felt like a really crappy improviser in a long time; which as much as I promote remembering that improv is a journey and you should be thankful for the distance you've already traveled (and blah, blah, blah all the other stuff), is something that in a way, I've missed. Feeling really crappy is something that I and most of my iO classmates used to feel on a regular basis (generally on the order of every other level), and by feeling crappy, I don't just mean the feeling of “oh, man, that could have gone better”. What I mean is the soul crushing feeling of “oh, man. I absolutely destroy every scene I'm in and can't seem to get anything to work right”. You'd go to class just like any other time, but you'd leave feeling really shitty – like you can't believe you ever thought you could do this thing seriously, and that you should just give up. On top of the every-other-class feeling of being really shitty, I'd also feel little lows here and there. You'd have an O.K. class, but someone else would just rock it, and you'd feel like crap by comparison (thanks, other guy). The tradition of having these dramatic highs and lows is probably the second most practiced of all the unwritten improv traditions in Chicago, just behind the who's-going-to-get-on-a-Harold-team-who-won't-and-who-might game.

So what is my problem? Well, I was at an audition the other week (not auditioning – just observing) when I realized that I have been plateauing for a very long time. Plateaus are natural parts of any learning process: spots where we're just honing one or two techniques before we make the next breakthrough (most of which are probably the cause of the class blues; you're in a plateau, your classmate is in a climb), but I have been languishing for a long time. (Part of the problem is I'm worried my improv knowledge has become more academic than practical.) Basically, it boils down to me having been in this group that was holding auditions for a year and change, and I don't feel like I have moved ahead at all in that group. (That I was sent to this group for the express purpose of getting better doesn't help much.) I usually don't feel like crap after practices or shows for that group, though, so it's not the class blues. In fact, it's quite the opposite, I really enjoy the director and my fellow team mates, I feel like we have a great time, but I don't feel like I'm learning anything.

Class way back when had the (now what I see is) benefit of sometimes making you feel like you suck. Sure, you'd walk to the bar with your class and/or team mates for lunch and a beer and howl misery into the top of your pint glass, but at least you knew where you were. And there were those classes and levels where you would honestly go: 'do I want to spend another three hundred bucks and eight Saturdays feeling like crap?', but there were also those levels and classes, where you had the bug, big time. You were charged, and maybe it's just the manic depressive in me, but the highs and the lows left you at least feeling like your progress had some dynamism. The highs warranted more work and attention to keep you pointed in the right direction, and to encourage you to keep at that high, and the lows said “hey, don't do that, and work harder”.

So there I am, watching auditions, watching a lot of very talented people really putting it out there to try and make the team, and I can't help but think - “why am I still here?”. Or rather, being thankful that for the first time in a year, I feel a sharp, distinct low, one that screams out to me that improv personified thinks “You suck” (of course, it's improv personified, so he's only doing it to be supportive) to which I reply “Yes, and...” (obviously). Now that I'm in this low, there's nowhere to go but up.