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Showing posts with label basics. Show all posts
Showing posts with label basics. Show all posts

Monday, February 10, 2014

Ask Fors

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The suggestion or “ask-for” lies at the very heart of the improvising endeavor. The ask-for is our way of proving to the audience that we are authentically creating stuff on the spot. The only group I’ve ever seen get away with not taking a suggestion is “TJ and Dave”, and even they have to open shows with the line “Trust us, everything is here is completely made up.” Alternatively, I once played a show where we tested out a new guessing game, but didn’t take the guessed item from the audience. The player just picked one in his head at the beginning, and audience members were convinced that the piece was rehearsed.

The ask-for is, an ultimately very tricky element; we want interesting, and most importantly, unique suggestions on which to base our pieces. Because we built improv around the concept of suggestions, it almost doesn’t operate without it. The suggestions are our inspiration; our clay and muse rolled into one thought. And while in theory no suggestion has ever been the reason for failure, truth is some ask-fors are better than others. In shortform, we hear a couple of suggestions constantly: Tourette’s, dildo, and Michael Jackson. It’s not that we don’t like these suggestions or that they can’t be used more than once (Well, dildo maybe. But the rest?), it’s that we would like occasionally to explore new ground. (For a fun social experiment, at the next show you go to, listen to the proposal and then silently make your response. I guarantee you that you will hear your response from at least one other person, and a good 75% of the time it will be the one selected.)

Part of the problem is that even though we’ve performed a Michael Jackson with Tourette’s talking to a dildo scene a thousand times (roughly), the audience hasn’t. Also, short form audiences tend to be kind of dicks. They’re filled with a bunch of people who want to shout the most disgusting things possible. Why? Because they think it’s funny. (They are at a comedy show, after all.) To a typical shortform audience member, the suggestion is 90% of the joke. And most shortform troupes rarely deliver beyond the suggestion anyway. Longform largely minimizes this effect by only taking one suggestion for a thirty minute plus show. Suddenly, the onus is on the audience to make it good. In either case though, it is important to respect the audience’s responses. That whole ‘no mistakes’ thing in improv extends to audiences as well.

In a show this past weekend, I saw probably the worst example of ask fors I have ever scene. After the proposal (name a foreign country), the team just allowed the audience to shout responses for a little while, and then cherry picked what they felt was the best one. This goes strongly counter to the entire idea of asking for a suggestion at all. Heck, you might as well just pick all your ideas in the green room before the show. That isn’t improvised any more, at least not in the truest sense; it’s more like herded improv.

I’ve been privy to a number of ways to procure those precious ask-fors over the years; some simple, and some downright complex as hell. There may never be a perfect way to obtain our suggestions, so we may have to live with what we’ve got for quite a while, but the important thing is that every suggestion is a gift from the audience. We must treat each and every one with respect, because we never know where it might take us. (Probably to Dildo.)

Monday, December 30, 2013

Patience and Spontaneity

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Almost without argument, one could say that the heart of improvisation is in spontaneity; by it's very definition, improv is merely theater that is performed without a script, therefore, to paraphrase Huey Lewis (and the News), the “Heart of improv is still unplanned.” That's just the name of the game, as soon as you start planning stuff, and honestly trying to achieve what you've planned, it's no longer improvised theater, it's just plain theater. Improv teachers go to great lengths to achieve spontaneity and true artistic inspiration (because this is what improv really boils down to – you can do anything you want, so you need to be free to do anything you want.) Most of what is done, especially to beginning improvisers, is in the name of speed: Story, Story (Die), Dirty Hand Randy, New Choice, etc. are probably some of the most truly improvised games (at least in the short form sphere) because they are intended to move so quickly that the player doesn't have time to plan. You either just let your brain run wild and with abandon, or you get left behind.

The problem with this is it is essentially a crutch we hand to people: just move quickly and it will be improvised. The problem here is that experienced players don't need that crutch anymore – they are capable of stepping on stage and acting without thinking or pre-planning, only they have been trained such that they will step on stage and run so quickly through even the most complicated transactions that they don't really improvise any more. Generally speaking, this kind of speed is okay in the slam, bam, thank you ma'am world that is shortform, where the emphasis is not on artistic exploration but on entertainment, and where that kind of energetic, fast-paced scene work thrives especially well in “games”. But as you move into long form (where you do a scene that may last three minutes still, but you may have to come back to, or make run an entire thirty minutes (I've seen it done, nonbelievers)) that no longer has the gimmicks (or referee or MC to bail you out) that kind of speed works to your detriment.

Longform requires more patient, discovery-based improv, and as my mother and I can attest, you just can't enjoy the sights when Dad is driving past them at 70 miles per hour (a condition which I now believe may be genetic – sorry passengers). Give a group of new-to-longform improvisers a scenario (any scenario really), and they will be done with it in a blink. Give the same scenario to experienced improvisers, and they will take their time exploring every single, tiny moment, and not just tediously waiting for the next big thing to happen, but really enjoying themselves in the pace of normal life. This is where really improvisation lies: moving slow enough that you can actually enjoy and discover things about your partner, scene objects, or environment. A shortform improviser flows from his head, while a longform improviser flows from everything.

I saw some improv last weekend that definitely fits this bill: no one would argue that these were energetic improvisers, capable of editing with abandon, and fast, too. In thirty minutes they probably did 20 independent scenes, but it wasn't entertaining. Sure, the dialog was improvised (at least I hope it was, scenework that bad had better not been written out ahead of time and approved) but it was just manic (well that and nobody was working together, but that's a subject for a different essay all together). My point is this: scenes don't have to fly by and ninety eleven miles an hour to be interesting or even improvised. The easiest way to get yourself out of a “pre-thinking” mode is to truly focus on only the last thing that was said. All improv really should be is a series of reactions to different stimulus, just true, honest reactions. And that's the whole point of using speed as a training tool in the first place. Quick thinking, and just react. And don't rush, or you'll miss all that pretty scenery.

Monday, October 7, 2013

I Hate Improv Class

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(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, June 3, 2013

Close Encounters of the Longform


I was speaking with the director of one of my short form groups a few weeks ago, and we started talking about how much we both want to see and do more longform in San Diego, and I confessed my love of longform; namely all the different kinds of forms and how they’re all useful, and how I want to see more groups capable of improvising beyond form. I didn’t realize it, but I was actually being interviewed, in a way. He asked me about different forms that I knew, how long it would take to do them, etc. Then, he asked me to teach his group some longform. He didn’t know anything about longform, and I said I would love to teach some workshops on longform. When I asked which one he wanted me to teach, he replied with the words it seems everyone would love to hear, but no one really wants to hear, “Whatever one you think is best.”

I’m certainly not an expert by any means on longform. I’ve seen a bunch of it, taken a bunch of classes, and asked as many questions of performers as possible, but that doesn’t mean I know everything about it. (I asked one of the Cook County Social Club members what their form was after a show, to which he replied “It’s not so much a form as it is a style.” Good luck to any other group trying to replicate their show, but no improviser should ever get their hopes up for cloning success.) Now, I do have a real love for longform – I love the things that it’s capable of doing, by being free to really run, and I love the philosophy associated with it that improvisers can actually be artists and make something on-the-spot and meaningful. But I was suddenly saddled with representing longform to a longform-naïve group, and hopefully making it interesting enough to make them want to do it again. Essentially, I was given two hours to introduce longform, conceptually and functionally. The one thing I can applaud the iO with teaching me that was more important than just how to improvise was how to yearn for expression, but heck, it took me a year of being there and almost a whole other year to begin to comprehend that concept. How do you convey that kind of mindset and teach a group how to longform in two hours? I feel that the two are intertwined: you can’t really do a Harold until you appreciate the “Theatre of the Heart”, and you can’t full comprehend formic creation until you’ve done a few by the book Harolds.

Now, that crisis avoided (by sheer virtue of probably being unable to convey it), now I have to decide which form to teach. Which form sums up the entire longform experience? Which one is the ultimate in inspiring creativity and play? Which one has the most room for artistic expression? Which one is easy? (I do only have two hours here, people.) Not to mention I want one that will allow everyone the chance to experiment around with it a bit (so Shotgun! and Dinner for Six are out) but also won’t require any special new skills (so long Armando, Orlando, and Eavesdropping). One that isn’t too complicated (sorry Close Quarters and JTS Brown), but that also fits the style of this particular group (Living Room, Deconstruction; gone, gone). Of course, there’s always the mainstay of the Harold, but I always feel like people who haven’t seen a few already seem a little daunted by the Harold.

These two crises now in full place, I thought about it in this way: if a group of aliens from another galaxy descended on to earth after hearing about longform but only having done shortform and only had two hours to learn before they had to return home, what would you teach them? What single longform structure and philosophy could you give them that they could take back to their home planet so that they could start exploring longform on their own? I spent a year studying in Chicago, and I only now just feel like I could go to some completely unknown place and inject new thought about improv.

Of course, I know that this will probably not be my only chance to teach improv to this group, but I can’t shake the feeling that this is my one chance to really get this group started off down the right track. This single ideological shift can change everything, if I can just get the points across right. After all, I really could teach any form (that is to say, there’s nothing stopping me), but I don’t want to teach just form – I want to teach the mysterious force about long form in general that I am so enamored with.

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, 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, November 5, 2012

Five Things Revisited


I've talked previously about a “trademark” game and about how this game was sort of the pinnacle of why longformers hate shortform because this simple “three” minute (in actuality a 7-8 minute) game takes upwards of 15 minutes to get set up (seriously, time it next chance you get). I was perhaps a bit harsh on this game. All of the things I talked about previously still stand, and I do still think that it takes forever to get the funny, but this game is not entirely without its merits. In fact, by removing nearly every inch of room to actually improvise in by burying the performers in suggestions, the game is as bare-bones as an improv game can be, and as a result, it bears open the two basic tenets of fun, successful improv in a way no other game ever has.
So the game, for those who didn’t read/remember my previous piece, runs down like this. Get five activities from the audience, exchange out elements of each activity with wacky things (He’s snowboarding, but the snowboard is a car, and he’s wearing a porcupine. Hilarious, and wacky.) and the other players have to clue him into the activity through pantomime and gibberish. So the first concept that the game readily shows off is one of audience transposition. You see, when the audience gives a suggestion (especially in a shortform show) they already have a pretty good idea of what that suggestion means to them. (This may be the reason that longform struggles against shortform. On a deeper subconscious level, audiences recognize that they only get to say one thing for a thirty minute show, and their “one thing” may only show up tangentially, at best.)
The moment the suggestion is accepted, everyone is subconsciously forming their idea of what that will look like. Now audiences don’t perform, and most don’t even want to perform (Hence, an audience. It would be something else otherwise.) for whatever reasons. Afraid of being laughed at, making a fool of themselves, etc. But instead of them doing it, they live vicariously through the performers. They want to see their theories confirmed, which is as simple as just doing it.
The second part to this pillar is one of character consistency. One of the popular theories (ideas? philosophies?) that is being taught in workshops is one having to do with characters: basically, when a performer plays a character, people want to see that character continue being himself, regardless of the consequences. Or, “oh, that is so something blank would say/do”. Comedy, at least as far as the theory goes, comes from this character constantly confirming his identity to the audience. They laugh because they see him being open and honest about himself. They don’t laugh when the performer does something out of character and thus denies his identity. They are constantly forming an opinion of this character subconsciously, and they want to see him fit their mental image.
The second pillar is an even simpler one, and its one of performer effort. At the same time audiences recognize (generally speaking) that they don’t want to be on stage, they appreciate the fact that we are. They like rooting for us, sure, but they also love watching us struggle. They love seeing performers confronted with some outrageous situation struggling to get their arms around it. And they love to watch performers getting frustrated against the rules of the universe. There’s a game I see sometimes where reporters are interviewing someone, and they keep getting lost/confused/stuck on strange points, and the interviewer gets increasingly frustrated trying to correct them. Same principle.
Do you realize how awesome this is for us as performers? These two pillars basically say that audiences want to see us take the obvious choice and love to watch us work to get there. Performers take heart: confirm their suspicions and fight like hell, and there’s a terrific chance the audience will love it. Almost makes all that set up worthwhile. Almost.

Monday, July 2, 2012

The Right Way or the Highway

“If it bends, it's funny. If it breaks, it isn't.” - Crimes and Misdemeanors

I was asked a question recently that quite dramatically shone a light on strange dichotomy in improv that I had (until that moment) never noticed, but now seem to see everywhere. Here are the two dicta of improv that are at the root of all the trouble:

  1. Play the reality. If you want to leave a room, do it. If someone is acting crazy, say it.

  2. Raise the stakes. Increase the tension, the consequences, and the frustration with every move.

The way I see it (to back up a few steps), goes all the way to back to basics. Now, full disclosure, I am a hardliner populist when it comes to improv, which means that I think anyone can improvise, because, well, really anyone can. The absolute definition of improvisation is to “do without prior preparation” - which means every single person on the planet improvises everyday; when you walk out of house in the morning, you encounter a dynamic world, one that would be impossible to accurately predict every last encounter of to make a complete plan. In effect, we improvise every action we do that is not pre-rehearsed, from driving your car (because the traffic patterns will have to be adapted to) to talking on the phone (because we have no idea what Becky said about Amber, but we'll need to figure out how we feel about it in the moment) – though these are, arguably, fairly simple tasks that some presets to them (we know how to drive the car, and we know whatever is going on with Becky and Amber based on past experience). But in terms of theater, whenever anyone steps on stage on does something that is not pre-written, rehearsed, or practiced – it is improvised. As a result, literally anyone can improvise by the mere act of going on stage and doing/saying something.

Now, that's an awesomely populist framework, but anyone who's ever seen or done improv knows that there is a difference between good and bad, and enjoyable and un-enjoyable improv (much as there is for really any human endeavor). There's no questioning that a talented and experienced improviser can create something more interesting and watchable than someone who is not those things. The difference here is simple – anyone can improvise, but not everyone can improvise well.

The context of the question I was asked was during a scene in class; I was lecturing how one player just seemed to kind of take the punishment of another character without really reacting to it, and the student's response was simple – he didn't understand how to play the scene truthfully (he said that with the character acting as he was, he just wanted to leave) and also how to have a good scene. In real life, when someone acts strangely, it's true that most people would just leave (or maybe try to see what was wrong with them), but this makes for boring scenes. We go watch theater because we want to see people doing the things we can't do in our lives (because of the consequences, often), but still acting human (because not reacting to a crazy person is, well, crazy). It's the difference between just improvising, and improvising well. A good improviser knows how to carefully play with the balance between adding the strange or ridiculous, while at the same time keeping the reality alive (often in the form of emotional reactions).

Just as any improviser can improvise and doing it well requires striking that balance, it should be though of this way:

  1. There is no wrong way to improvise.

  2. There are, however, some ways that work better, and make the work more interesting.

(Writ another way: there are strong choices, and there are weak choices.)

Ultimately, this is the long-term goal of teaching improvisation (and comedy, in general): to learn the very distinct line between playing the reality and playing the dramatic scene. And there is a very fine division between knowing when to deploy “playing it real” and “upping the drama”. Learning the fine points, and the often very subtle intricacies of a scene, and when to deploy which one is what distinguishes a good improviser from a great improviser. There are few, if any hard rules, but being an artist is knowing when to follow the preexisting rules, and when to break them; when to leave the room, and when to stay.

Monday, February 27, 2012

Theater of the Hate

(Author's note: I wrote this essay in 2008 - the mentioned fellow improviser and I have since mended the misunderstanding, and are now quite amicable with each other.)

I went up to the iO the other night for a panel discussion and reading regarding the "Lives and Legends of Del Close", in celebration of Kim "Howard" Johnson's recently published a book of the same title. The panel discussion was fine, about what I was expecting: Charna, Kim, Robert Falls (directing manager of the Goodman theater), and a few of Del's first students talking about Del, the good old days, patting each other on the back, etc. There was, however, a few gems of parting wisdom: as Del lay on his deathbed, with the doctors prepared to administer the morphine that would end his suffering, one of his last thoughts was: "We created Theater of the Heart, a theater where people cherish each other..." In his final moments, he was most proud of creating an art form and an ideology where actors cherish each other for their ideas.

Just over twelve hours later, I logged on to the computer before leaving for work, to find a message from a fellow improviser in another city, who opened his message with "I don't mean to be a dick, but...", which as we all well know is a direct indication that the words that follow will be undoubtedly very unpleasant, to say the least (it is the rough equivalent to the words "I'm not a racist, but..."). The following tirade proceeded to chew me a new one, for what was an immense misunderstanding. I replied with a polite, placating message, and left for work. At work, I was greeted with another two messages, each more angry and vitriolic than the last. At this point, I had to make a delivery across campus, so I rather predictably kept turning over the interchange in my head for the next 45 minutes.

Now, when you're verbally abused in any way, you usually respond by lashing back, but for some reason, I wasn't angry. Anyone who knows me will at this point realize how strange this is (to say I have a short fuse is giving a bit too much credit), and I started to wonder why this was, and after a good fifteen minutes I realized why: last night's Del Close discussion, or more specifically, one of the last things he said (the message above).

I wasn't angry, I was disappointed. I realized in that moment, that perhaps the high-minded ideas spread by Close, of cherishing your fellow improvisers, treating them like poets, artists, etc., i.e. the theater of the heart, were maybe just too idealistic. For about five minutes, I honestly considered just ending my nearly five year "relationship" with improvisation, over the simple violation of what to me, was Del's most important lesson. To me, it just wasn't worth even doing this anymore if I was just going to get yelled at by fellow improvisers. While I'd probably just brush off a similar encounter from a stranger, why bother dealing with improvisers I respected and considered to be my friends. I relented of course (I was obviously still thinking in an irrational manner, even if wasn't acting it), realizing that to give up was probably a bit excessive.

But then, I started thinking about whether or not the encouraging and accepting environment exists at all. After all, improv is still at its most basic sense an art form, which as a necessity, requires criticism in order to improve. Of course Del was also a harsh critic of his students (perhaps the harshest), but the root of his criticism was probably still love of his fellow improvisers (I think I can only say probably, it may be to presumptuous to know his motivations). I've been around the Chicago scene long enough to know that some people don't really subscribe to this "heart" philosophy, but undoubtedly most, at least, try to. And it's then that I realized that respecting your fellow performers was as much a skill as "yes, anding". It wasn't just a natural reflex (we are all human after all). We, as well rounded improvisers (or at least improvisers in the Del Close methodology), have to A)want to respect each other and B)practice respecting each other.

I then grew concerned: with improv growing as fast as it is, will the theater of the heart become crowded with people who are not caring, loving, and respecting? Will a small part of improv theory that is almost more of an afterthought be just disregarded because it's just too much work to be nice to each other? What kind of mutual respect can we expect if we violently lash out at fellow improvisers over minor mistakes? Of course, it will always be easier to cherish those that are already our friends, but are we really challenging ourselves by only liking those that we're already close to? And if the pool becomes dominated by violent and harsh improvisers, imagine what kind of "art" they'll start producing.

Fifteen years ago, only a handful of people knew what improv was. Ten years ago, few outside the inner circle knew who Del was. Five years ago, troops were still mostly relegated to large cities and universities. Today, high school troops are coming by the iO for workshops and short courses. As improv continues to expand and be performed by more and more people, the only question I have is: will we still love each other tomorrow?

Shit. I'm already missing the good old days.

Friday, November 13, 2009

The Harold

This week's post is in response to the Matt Krell from Alabama (I think. That's where he was the last time I checked, about two years ago, so I guess he's still there. Holla back Krell.) Matt wants to know just what is the Harold, and while I could link to it and save myself the time, this gives me chance to prep my notes in advance of teaching it to my group out here in the SD.

The Harold is the de facto longform; longform being the kind of improv that lasts longer than 3 minutes, and usually involves weaving multiple scenes together into a single, contiguous piece, but can also just be improvising a single scene for long periods of time without gimmicks – just straight-up long distance running of scenework. (A more in depth of longform would be an essay in and of itself. Stay tuned.) The Harold was originally developed by Del Close in the sixties while he was with The Committee in San Francisco. The piece was actually visualized as what it was going to do well before anyone figured out how to do it. (The name was attached to it this point, and was apparently a point of contention for Close; selected by the theater's pianist as reference to a Beatles' quote. Close considered renaming it later but decided not to to avoid confusion.) The Harold was envisioned as a platform for improvising scenes, games, songs, etc. as a full on non-stop performance piece, with the various parts seamlessly working together “like the members of a jazz band.” Essentially, everything is tied around some central theme, and everyone just riffs on that – a means of exploring and elevating common eccentricities and finding that they are grandiose and connected to epic ideas.

The Harold toiled like this for quite a while, as Close did know what it should be, he just didn't know how to make the whole thing work. The breakthrough was while watching a shortform game called “Time Dash” that involved a scene jumping forward and backward in time to see how relationships changed. The design of the Harold then became built around the idea of starting several scenes and then jumping around so that concepts from the other scenes could play into each other – essentially starting with disparate story lines and then watching them slowly weave together until they were all talking about the same thing. The formal Harold has three beats, and each beat has three scenes (for a total of 9 scenes throughout the entire piece). The first scenes in each beat are connected, as are the second scenes, etc. Each beat is separated by a “group game”, which is just an everybody out on stage and let's goof around a bit so that we can kind of reset for the next beat kind of thing. Cap it with an opening and a conclusion, and the end result is, in order:

OPENING/SCENES 1A, 2A, 3A/GAME/SCENES 1B, 2B, 3B/GAME/SCENES 1C, 2C, 3C/ENDING

(Apologies for the lack of graphic representation; I couldn't even find a good one through Google, but there are bound to be some good ones out there.) Often times, the third beat (“C” in my display) will be a merging of all the scenes, but not necessarily. The important thing here is that the Harold is meant to be a platform for the exploration of ideas because it's repetitive nature encourages exploring similar ideas rather than spiraling away. You can think of this as a road map – and one that you will be infinitely grateful for when you realize you go for thirty minutes without stopping. The Harold is significant in my mind for a few reasons: a) nearly every improviser on the planet has started doing longform with the Harold and b) understand the Harold, and most of the next level of difficulty of forms comes easy, because they are all built on the Harold's blueprint. But one of the greatest things about the Harold is that it really is actually simple once you've done a few of them, which means it's quite open to improvise on the structure of the Harold itself. So, fellow Harolders – happy hunting in the great exploratory world of the Harold.

Further reading: definitely "Truth in Comedy", or just Google "Harold". Got improv questions? Leave them in the comments section below or email stagemonkeyssandiego@gmail.com.