A blog about improv, movies, pop culture, and the gray areas in between them. We will scrape the paint off this B*tch's wall.
Monday, March 3, 2014
Shortform v Longform Part II
Monday, December 30, 2013
Patience and Spontaneity
Monday, November 18, 2013
Long and Short
Monday, January 28, 2013
Pieces of the Whole
Monday, November 26, 2012
Shortform v Longform
Monday, August 13, 2012
A Cult
People get really put off by the word “cult”; my group, the Stage Monkeys, when it originally started in Louisiana, was (and still is) called the Cult of the Stage Monkey, but when it moved to Mississippi, dropped the “Cult” part, because nearly all of the Miss is in the bible belt, and they don't take to kindly to that kind of talk down there. But improv is in general, a cult itself, and not just in the way that other folks have pointed out before (we make you pay money, we steal your time, we make you more open, emotionally bare weirdos), I mean we are a cult of personality.
Even outside of the near religious reverence of people like Del Close (who does have a shrine at the iO Chicago, for Del's sake) – we revere the people that are involved in it. There are certain people, whose personalities are magnetic – players we love watching, regardless of what show we're watching them in, in fact, we may even prefer to see them in low-concept shows so that we can just watch them. I'm as guilty of this as anyone; you tell me Greg Hess or Blaine Swen or Dave Hill or -stop the presses- Bill Arnett is in a show, and I'm there – I don't even care what they're doing. That's a cult of personality: the devotion of a group of people or community to a single person, based solely on the fact that they are them. A religion built on someone's persona.
Now, in contrast, I just started playing in a community band and noticed something that I had really forgotten about bands – the melding of disparate voices into one sound (“one band, one sound”, to use my Drumline parlance). It's really there in the name: band, ensemble, etc., you have a bunch of very different sounds, that all work together to create a song. Now some instruments are stronger than others (trumpet, trombone) in their big, splashy (often brassy) sounds, while others are cooler, more mellow instruments (saxaphone, clarinet) – but the point is that the entire sound of the group isn't derived from a single voice; it's all the tones working together that complete the sound – it is the very nature of the myriad instruments working together that you can make music. Sure, you can still play some songs without some instruments, but you need all of them working together (and in the right balance) or what you're playing isn't complete.
By the same token, it's important that groups of improvisers recognize the need to have a “complete” ensemble to make “complete” improvs. You can't have an orchestra made of just english horns, and you can't have an improv group made of just smart-witty improviser types. We often lose sight of this when recognizing good improv, in focusing on one particular solo, and forgetting that it was the tubas and bass clarinets that finished the picture. And I say this being well aware that being in two-man improvs, it is all about the cult of personality. Two people can't just be playing the bass line; they've gotta carry the melody and the harmony just to make the song go. You watch a two-man improv, and you buy into the cult of personality: you're saying that what these two people do is interesting enough to sustain your attention.
The Onion's AV Club pointed out in a recent article that rock is currently a post-decadence period: we built nearly the entirety of music (and movies, and a lot of other art) on the backs of artists. “A gross display of power” was how they put it; popular musicians with easy access to money, drugs, and women, and in a lot of ways, we celebrated them for it. Sure, we want them to put out good music, but we also want to see how outrageously oppulent their mansions were, although, the AV Club does point out that now being a “rock band” is discouraged among rock bands. Look at the virtual indiffference to film like I'm Still Here, that follows the faux-destruction of Joaquin Phoenix. These are artistic endeavors nearly more focused on the behavior of the people making it than what they're actually making.
But it's that exact same reason that I am always more impressed to watch a group of people put something together than I am to watch a two-man show, it's just plain harder. You get more people, you add more voices to the sound, which both makes the work harder and at the same time more complex, distinct, and diverse. You are no longer relying on two people to do a duet or an accompanied solo, you're watching the whole orchestra folding themselves into each other to create a rich ensemble piece. Which isn't to demean or diminish the work of a great duo of improvisers, as that has its own inherent difficulties, but its to say that there is a difference between a note and a chord. When you diminish the inherent power of the individual, you heighten the value of the collective – the group mind, or in this case, the group sound. But remember that your group is playing a chord, and every instrument should be utilized to fill it out.
Monday, May 21, 2012
Hulk Versus Superman
I just finished reading the DC versus Marvel trade paperback. I remember catching a few issues way back when it first came out, but I wasn't really in to comics at that time, so it sort of fell by the wayside for me. The premise, for those of you who haven't read it, is that two all powerful beings, one from each universe, decides they will pit the greatest warriors from each universe against each other, to see which universe is superior. Simple, right? I even remember having similar conversations with a friend back in college: who would win in a fight between Hulk and Superman? (Superman, duh. Come on, people.)
If we think about it though, this simple question is essentially the perfect set up for an improv scene. In ten words, we have the whole scene. Who? Two characters, Hulk and Superman. What's going on? They're fighting. When? The present (no time like it). Where? Doesn't really matter.
But notice I didn't ask "why". That's because it really doesn't matter. When we ask questions like this, the why is so unimportant. The comic, for that matter, essentially glosses over the whole topic. There are two supreme beings we don't care one lick about. They were created for this story alone, and will never be discussed once the last page is turned. Their plot is distinctly unimportant, and really only exists to hang the whole thing together. Even the heroes, when summoned for their respective battles, just go along with it.
Remember how I mentioned improv earlier? A scene begins, two actors on stage, and they set to improvising. For our purposes, we don't really care what they're doing, just so long as they're doing something. We also don't care why they're there, which one of them is to blame, or why they're friends (or coworkers, or whatever). What we care about is what's going on, who they are, who they are to each other, and how the whole thing is going to shake out (whether Hulk or Superman will win).
Here's a fun experiment: the next scene you're in either a) start blaming the other person for causing the situation (or just recount how you got there) or b) start asking your other player why he is acting the way that he is.
In the next scene either a) don't worry about why you got there, just accept the fact that its reality or b) treat the other person like this is how they always act (because if they are actually a friend (or coworker, or whatever) this would be how they'd always act).
We don't want to see people argue and bicker, we see enough of that in real life. We go to see performances to see people be honest and deal with each other. Any time we try to "fix" the other person or the situation, we're essentially negotiating the scene with our partner. And time spent negotiating scene points is time wasted.
We don't want to see Superman and the Hulk argue amongst themselves about their predicament, or try arguing with supreme beings as to whether they actually have to do this. We want to see two superheroes go toe-to-toe, and fight each other like they mean it.
Who cares why you're friends or why you're there? You are, so deal with it, and act like this is normal.
The audience wants it.
Monday, April 30, 2012
The Three Types
A couple of months ago, I did a workshop on the improvised narrative, and ended up getting into a rather heated discussion with some of my fellow improvisers. There statement was that they had performed many Harolds, and that the Harold was finely suited to support a longform narrative; mine was that I had never seen a Harold done well that used a narrative plot based structure. (Also worth noting is an Improv Etiquette lesson learned that weekend – Rule #1: never, ever tell an improviser that the way they are doing the Harold is wrong.) They did present an engaging argument: they have done a number of Harolds in the past and had success using it for plot.
My problem with using the Harold in this way is that the Harold was, in my opinion, never designed to support plot. In fact, few of the strict forms hold up plot, which is why when I teach I use the concept “plot shreds improv”. The problem is two fold; the first is that the opening, conclusion, and group games don't really fit into a narrative easily – they stick out a little awkwardly. Additionally, if the form is being used fully, you wind up with a problem of “three lines some waiting”. You have your A plot, which is hopefully very engaging and interesting, but if you stick to the form, it has to share stage time with possibly uninteresting B and C plots. Or even worse, you have three A plots, none of which ever get resolved or linked up in a meaningful way. Now sure, you can do some other scenes here and there, or shift around the weight of the other scenes, but then you're not really doing a Harold anymore, are you. (Go ahead, call me a Harold Purist, but may I remind you of Improv Etiquette Rule #1.)
My hardliner stance for the Harold arises because, in my mind, the Harold is an extremely unique form, and we should be trying to explore what it can do instead of trying to hybridize it with other non-congruent types. Of all the improv I've seen, I would say all longforms fall into one of three categories: Narrative, Deconstructive, and Constructive. The narrative is exactly what it sounds like – it's the improvised story. The Improvised X is riddled with the narrative types, where X is Shakespeare, Star Trek, Movie, etc. This is the one with plots, recurring characters, increasing stakes, climax, and resolution. If you're telling a story, you're doing the narrative type. The deconstructive forms are ones that are based around a central piece, which will ultimately be used as inspiration for scenes, by looking for meaning in the central piece. The Deconstruction (obviously) is the prime one, but Armando, Living Room are also members of this type. The last is constructive, which is where ideas and meaning are all being generated organically by the group. This is the artsy one, and the only form I see fitting this category is the Harold. It's supposed to be a weird, art piece of longform. This one relies on group mind in its group games and beginning. Meaning is found by looking at the juxtaposition of seemingly unrelated ideas, and is largely up to the audience to discern.
So, is there anything wrong with using the Harold as a platform for storytelling (Rule #1; if you're happy, I'm happy)? Does the Harold support narrative fluidly and easily? In my humble opinion, no, but then again what the hell do I matter? But I would pose this question – aren't there already enough forms that do narrative (and if you want to do that so much, why aren't you?) or deconstructive things? Seeing as the Harold is so unique, shouldn't we see what it can do for us when we really pursue the constructive things it can do? Shouldn't we be equally interested in finding the places we can get to when we embrace the weird, non-linear, organic nature that Harold can give us?
Monday, November 14, 2011
Cause and Affect 3: Oh Geez...
Wednesday, November 2, 2011
Field Guide to the North American Improv Scene
My father and his two brothers grew up in east Texas, and from what I can tell, the vast majority of their formative education appears to have been built around naturalism. It's not nearly enough for them to be outdoorsmen – they want to be able to identify literally everything in the natural world. Typical conversations with them go something like this:
Me: Oh, that's a cool [tree, bird, animal, fish].
My Dad or either Uncle: That's called a [name of tree, bird, animal, fish, as appropriate].
Me: Cool.
They seem to have a near encyclopedic knowledge of the various flora and fauna (which may be more a product of growing up on a farm, pre-internet, than anything) but these facts allow them to draw parallels about the world, to understand it beyond merely wandering through it. By that same token, I'm the one my father calls when he wants to know “what else [actor/actress's name] has been in”. This kind of fundamental information becomes critical in truly understanding our worlds, so here is a review of the four basic scenes (I would like to specifically thank iO West's Brian O'Connell who taught me this list).
Straight/Absurd: The most commonly encountered scene. Person A is wacky and strange; he has strange points of view, is irrational and expresses those elements. Person B is a normal guy – he's us, the audience – reacting to the craziness. This basic scene is one of the most commonly exploited for laughs; provided you set up the A causes B frustration (a hammer/anvil situation) then you've got comedy. “Ghostbusters” is a classic example, where depending on the scene, different people play the part of straight or absurd (which is a key element of this dynamic: it's all relative). Peter and Egon sell Ray's family home, and they're absurd and he's straight. They visit the new headquarters and critique it as Ray slides down the pole; now he's absurd and they're straight. Janine asks Egon what his hobbies are and he replies “I collect spores, mold, and fungus”, and you get the idea.
Character: This is the second most common, and is in essence just an extension of the previous scene type. In this one, two characters have similar (often identical) viewpoints. In this one, the points of view often have to be far more exceptional, because now the burden of the “straight man” has passed to the actual audience, who has to recognize the ridiculousness. It's important to note that in a character scene, A and B need not have peculiar characterizations, it's more about how they think. Also, if a third player enters and presents a different viewpoint, you're back to a Straight/Absurd.
Alternate Reality: In this very rarely encountered scene, the players are normal, but the world has gone absurd. Whatever universe these characters inhabit, it has different rules than our own. iO West's Lusty Horde revels in this kind of scenework, where ice bases, dragons, mole men, and other classic B movie fare are considered normal. The fun comes in watching how life works in this other realm. By this same token, Improvised Shakespeare and Improvised Musical pieces could also be considered this scene type, since each of those shows present worlds with different rules than our own.
Roommate: You don't actually have to be roommates in this scene, but this dynamic is one that is set in our own reality, and has normal characters. A and B will often have very similar statuses, and this scene can also have elements of any of the other scene types, but the emphasis is on highlighting reality – absurdism is kept to a minimum. Shootin' the Shit with EJ is great example, but so is Shotgun!, Dinner for Six, and Hold 'em.
Those are your four basic scene types; they can intermingle and hybridize, but you'll find that when you're in a scene, if you can identify the particular species, you can figure out how to make it thrive.
Monday, September 5, 2011
An Open Letter
Dear White Shirt Guy,
Hi there! I saw your improv show last Saturday night; I was the guy in the third row, center stage who wasn’t laughing (more on that later). It might help if I point out that I was sitting next to the two older couples who wouldn’t shut up and left fifteen minutes into your set. They may have had the right idea.
Now you may be asking yourself: “Why am I being targeted for this letter?” Well, there are a couple of reasons, the first of which is that you were one of the two hosts, and therefore I assume that you are in some semblance of in charge of the group. Additionally, you are undoubtedly the most handsome member of the team. Now, I may not be gay, but I do appreciate and respect handsome looking fellas. And you are definitely aware of this fact, as you fulfill the role of “handsome leading guy character” in every scene you’re in.
Allow me briefly to emphasize that last point. You see, what I really mean to say is: every single scene. I’m not sure if you’re aware of the fact, but you were in nearly every single scene. At first I sort of suspected it, like when you’re walking past a window and you think you see two people having sex out of the corner of your eye. But just like my two lesbian neighbors, I had to stop, and step back to see if my initial observation was correct. (It was, and they were. And boy were they going at it.) I started paying very close attention to you, and you were in every god damn scene.
I reckon you fancy yourself as the guy to beat in your troupe. You’ve probably been doing this for a couple of years, and in the tiny fishbowl that is the San Diego improv scene, you’re kind of a big fish (perhaps a halibut?). But I’ve seen this kind of thing before. You feel it’s your duty to make all the scenes funny, and by god, you’re the only man who can do it. Problem is, you’re not very funny, and you play the same character every time. Now, I don’t want to come off too harsh; after all, there wasn’t a single person I saw that entire night who was particularly funny, but I’m singling you out, because at least your problem can be fixed.
Improv is a team sport, man. There is no quarterback, no point guard, no Queen. Now, I’m a big proponent of people playing their group roles and group strengths (you’re the good-looking one, okay), but I have never seen a scene be saved and only rarely made funnier by the addition of another player. And trust me, I have tried. My friends have tried. I have seen the experiment played out in the laboratory of the stage over a dozen times, and it never works. If a scene isn’t going well, the best thing you can do is just edit it. If it is going well, then leave it the hell alone.
Very respectfully,
Dude in the third row, center
Tuesday, July 12, 2011
Group Suck
There was an improv article that I found circulating the internet a while back, written by Adam Felber, titled “Why Improv Sucks” (the article can be found here, for those who want it in its original context: http://www.improvresourcecenter.com/mb/showthread.php?t=1075). The article is a fairly succinct missive about the many shortcomings that improv has that continue to prevent its professional evolution, and one point in particular stuck with me, if only because I've written on a related topic about a year ago (you can read it in my archives in August 2010, “Expert or Fun?”). I'll only paraphrase Adam's point here, which is that improv groups have a unique organizational structure, by which he means (and I agree with) that unlike in other endeavors, under-performing, weaker members are often allowed to remain on a group's rosters forever effectively hindering what the group can ultimately do.
Now obviously, being an improviser himself, I'm sure Adam is aware where this attitude comes from; it's the “Theater of the Heart” concept put forth by Close. In order for improv to be successful, we had to train people to cherish and celebrate each other's ideas on stage, or scenes would never form (or just one or two railroading individuals would control everything and everyone else would just follow along). This “treat others like geniuses, artists and poets” (as well as “yes, and...”) conceit extended from the stage into the organization, which was great, because that helps encourage along the “group mind” books are always going on and on about. Groups have to be more than people holding each other at a detached, professional distance to achieve the level of powerful artistic intuitiveness that leads to great improv – they need to be open & available. (This quest for group mind, I believe, is largely the reason for the current immobility of membership – I disagree with Adam's notion that “there's too few good improvisors [sic] around”; that may have been true back in 2001 when Adam wrote the article, but I see too many talented people for that to really be a valid argument anymore. Alternatively, it may be because, as Carrane and Allen put it – we're “too nice”. Or even more, that improvisers see themselves as so different from “real acting” as to be more accepting of mistakes – the “populist”, “accept all mistakes as offers”, or “acting-is-bad-because-actors-are-snooty” theories. I personally think that there is an unfortunate spiral of having a flippant attitude towards improv – there are too few that take it seriously, and too many who just see it as a whatever hobby – the latter, majority viewpoint has more people adhering it, and tends to make even people in the former camp switch sides.)
However, we've allowed that to extend into a family-oriented dynamic that overrides our professional sensibilities about making good art. I had a conversation with a fellow improviser who is a member of a group that has that kind of people-don't-leave-except-by-their-own-accord dynamic, and he told me how much he loved being a member of such a group because it meant not having to worry about getting kicked out of a group – essentially, he liked the fact that he could coast once he got in (alternatively, he could continue to work hard, and he does because he's a good improviser, but not everyone will have the same work ethic). That group as a result has a some really talented people, and some real clunkers, but no system to foster creative or talent growth, other than a wish and a prayer. The plus side of this approach, it should be noted, is that no one needs to feel afraid of failure, because nothing bad can happen to you in such an event (side question: is that such a good thing – improvisers are lazy enough as is).
But this is the other side of Adam's rub – if members are never removed, even if they under-perform (like my friend likes), then the group suffers by having a few weak links, but because new people can't be brought in, then improv suffers (because you're not putting the most talented people together – you're splintering your talent pool). My friend compared this to groups he was familiar with in NYC (though the comparison holds true to other large cities as well) where getting in the theater is a struggle, as is staying in it – though this fosters growth and does not allow “coasting”.
Now, I am by no means am going to tell you what to do (but you're likely interested if you've read this far), but you're two option are thus: 1) value friendship, fellowship, and fraternity or 2) value talent, productivity, and skill. Notice at no point did I say that the first option is wrong in any way. I have a friend who has been practicing once a week for the last seven+ years with a group and they've never done a show. There's nothing wrong with that; it's just a bunch of people who like the artistic outlet and the social aspect, but don't need to do the whole show thing. If you take option one though, you can't be upset about your group not exceeding expectations and breaking new ground artistically – you have to be happy with the people you have, whether they're an “A+” improviser or a “D-” who's just doing it because he has time and it's fun. (It should be pointed out that even your iO or UCB or Second City rosters aren't immune – but the difference is that new additions are heavily vetted, and those that are at the point that they don't have to worry about being removed have been doing it for a great number of years, and are usually, let's face it, really good.) By the same token, option two isn't automatically right – it certainly won't make you any friends among those you don't deem up to snuff – but getting the best people together is how you make the new cutting edge, and hopefully you won't forget to still love and cherish each other once you get there. Though do read my previously mentioned article – even in a superstar team, you'll still need to grind the whole thing out and stick with it.
It would do well to remember that even under option 2, we still have a duty to our fellow improvisers that we share the stage with to be supportive, and to still look to play with people we enjoy the company of (see my previously indicated article). We can still strive for constant improvement, push harder and farther in our craft without being snooty, self-absorbed blowhards. Got a player in your group who's not working like everyone else is? Push them harder – make it clear that the group wants to keep moving, and they'll either step up the game (which is awesome if you like playing with them) or both parties will realize that it's time to part ways (which sucks if you like playing with them). Improv is still a team sport if you're taking it seriously, and the whole team will have to go along pushing it up to the next level for it to work.
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, 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.
Tuesday, May 11, 2010
The Harold Theory: Part 2
The four questionnaires from the second show, one instance of Second City was mentioned, the other three mentioned no other groups or organizations.
A number of subjects used the questionnaire to air grievances (“Music is too loud”), or to single out specific players or scenes. This occurred both in positive and negative lights. Most took the sheets to provide constructive criticism on scenework technique for the group as a whole. From the first show, ten individuals responded yes to whether they enjoyed the piece, the other two did not answer the question (hope we did, guys). In the second show, all four responded positively that they did enjoy the Harold. In the second set, half (n=2) replied that they enjoyed how the different “plots” interweaved – one individual even stating that he thought the beginning was confusing, but then he “caught on.” Only two people answering the sheets in the first show explicitly stated that they would like an explanation of what the Harold is (17%). No one explicitly made that request in the second show. Of those two, one stated “Maybe an explanation of what the Harold is?”, so the author is not sure if this is trepidation about asking the question or perhaps not being sure if he needed a reply. A few in show one (n=3) replied with some variation on wishing for more structure, or being a little confused, but none of these sheets said they couldn't understand the piece. Instead, it seems that there was only difficulty in understanding the show (which may be related to us, in my objective opinion, no where near our best work in the past). Three people also replied that the piece was either “slow”, “too long”, or should have been “shorter”. Clearly, longer, meandering and confusing scenework may contribute to some difficulty in understanding the piece. If the players are struggling and the piece becomes amorphous as a result, then it will be difficult to follow for even experienced and informed players.
These results are comforting; they seem to indicate that a minimalist approach to explaining the Harold is sufficient to ensure an audience's enjoyment. I have on more than one occasion witnessed an audience glaze over during an explanation of a game or piece, so my recommendation would be to skip explanations of games and forms entirely (I'm looking at you “What are you doing!”) whenever possible. Certainly, the fewer hard rules in a particular section, the less needs to be explained. Games like “Fresh Choice” rely on the rules in order for the scene to function, but contrast to the Harold, which really has no rules, and can function with only a minor amount of structure.
The current study instrument is sufficient as a questionnaire, but the questions will need to be reworded for future work, as they don't currently assess the proposed theory sufficiently – instead, most subjects focused on answering whether parts of the show were confusing, instead of whether knowing the “rules” was instrumental to understanding. The difficulty is in designing questions that keep the focus on this area of research without leading audience members to a particular conclusion. This study is being expanded, so if you have a group that would be interested in joining the study, please contact me for instructions. All improv, short and long, is currently being investigated.
Friday, November 13, 2009
The Harold
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.
Monday, November 2, 2009
The Harold Sacrifice
About a week later, I met up with some longform improvisers from Lafayette, LA at an improv meet-up, and they seemed to echo the other guy's sentiment. When they do Harolds back home, they explain the entire structure of the Harold to the audience before performing it like they would a shortform game, to which I said, “You're doing too much explaining.” They claimed the same issue – if they just did the form, then the audience seemed confused, but apparently by giving a sort of map at the start of the show then they could follow it. Both different parties claimed that probably in Chicago, someone could do a Harold and not explain the improv particulars to the audience and it still work because the Chicago improv watching crowd was just more savvy when it came to improv. (Congratulations Chicago people – other parts of the country think you're infinitely smarter when it comes to improv than audiences anywhere else!) Now I find it hard to believe that people in SD or Lafayette just “don't get it”. I invited my whole master's program to see one of my shows, and while they are all very smart people when it comes to science, none of them know theater that well, much less improv, and none of them came up later and asked me to explain anything (and we were doing forms that my class had invented – they should have been more confused!) In fact, they only came up and quoted me from the show (in fact they still do – I'll get a Facebook wall post from time to time with my line in it.) The typical iO intro will only say that each group is going to go for about thirty minutes and will improvise scenes, games, or songs based on a suggestion from the audience, and while I would agree that on some nights there was a lot of improvising students in the audience, I can't believe that the entire audience was only getting it because they were students of the art of improv (or perhaps because they came and watched improv shows all the time).
Del Close said that we can't blame the audience for a bad show – especially for “not getting it”, because audiences are a lot smarter than we give them credit for. Often times, he said, they get it before the players do. So do we really have to sacrifice the Harold? Granted, it is the first form that most improvisers do, so as a result it's often the first one to go as they become more experienced, but if we eschew the Harold, won't we just start to get rid of the other ones too? Sure improvised narratives are fun (and they probably are, I admit, more accessible), but when we limit ourselves, we're sort of being anti-improv, and I think the audience is smart enough that we don't have to hold their hand.