In mid-October, for about 6 hours, the San Diego Impov Collective (SDIC), a Facebook based page for members of the SD improv community, was on fire. Normally, this would be considered a good thing - high traffic, lots of links, click throughs, comments (and comments to comments), and activity, but as with most conflagrations, heat and energy also indicate destruction. The origin of this facebook post is multi-varied and long-term, and a story that could fill several blog posts (and has, on this particular blog). I wish that I could have archived that entire post and everything attached to it, if only for posterity, though it truly would do no one any good should someone ever view that archive in the future. One could also point out how quickly it devolved into name-calling, attacks on individuals, attacks on people's performative capabilities (all on both sides), and (most importantly), a grave misunderstanding of the underlying issues.
Like the young boy who sticks his finger in the dyke, we fail to understand and appreciate the real problem and instead just focus on going about our day-to-day and fixing only the current crisis. The central problem in San Diego is, quite simply:
SAN DIEGO HAS AN US VERSUS THEM PROBLEM.
We have basically two improv communities in town; one with people from one theater, and one with everyone else. Again, I'll try to not get into particulars as to why this is, or who is at fault, or even to name names. You'll just have to trust me that this thing exists, and we live under the shadow of it every day in improv in this town. And, quite frankly:
IT SUCKS.
I miss my friends, some of whom I have known as long as I've lived here. I miss getting to share in their triumphs and shortcomings, joys and sorrows, and just sitting with them shooting the shit at 2am over crappy food. But as I was looking through all of the comments, some very passionate, erudite, and thoughtful about the issue (others...less so), I was struck by how much two groups of people who live in the same town and practice the same goofy, fringe artform don't know each other. It's easy to pick fights with strangers or the "other", it's hard to do so when people are familiar. We'll always have more in common than what makes us different, regardless of religion, race, sexual orientation, politics, nationality, birth state, class, education, gender, age, or devotion to bizarre theater that you can't fully explain to your coworkers. (It should be pointed out that none of the previous denominations were selected in any particular order, nor should their inclusion or exclusion of other groupings be representative of any percieved or actual status.)
The causal post is gone now - deleted into whatever magic archive all our supposedly "deleted" posts go to for Mr. Zuckerberg or his designated associates to read for their own amusement. But the underlying root isn't, and certainly the memory of what was said (or wasn't said) will probably linger for some time. (I for the record, stayed out of the fray, an operand largely driven by 1) not wanting to go down the rabbit hole again and 2) the benefits of having a job where access to Facebook is largely impossible.) But this doesn't change the fact that when you have two groups of people who don't know each other, conflicts easily arise, and not knowing someone else is everyone's fault.
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.
Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts
Monday, November 16, 2015
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.)
Labels:
assessment,
audience,
basics,
Improv,
improvisation,
results,
rules
Monday, August 5, 2013
The Rule Breakers
When I was in high school, I tried out
for the part of drum major for the band, which was an altogether fun
experience – I didn’t get it, but it was fun nonetheless. One of
the things I learned for the tryouts was how to spin a mace. A mace,
for the uninitiated, is the long pole, about five feet in length,
with a large silver orb on the top of it. The mace is largely
ceremonial, probably its only original purpose was to be a shiny
object sticking above a marching formation so that the members can
keep rhythm. Somewhere along the way though, some drum major got
tired of just holding this thing, and after probably attempting to
use it as a sword, decided to start spinning the thing around.
Modern drum majors will almost always be seen spinning this ungainly
monster of a baton (or sometimes two) causing it to dance, spin, and
fly through the air to the delight of the crowd.
The band director who was showing how
to do mace-work (his term) explained that there are two approaches to
mace spinning: an east coast and a west coast. The east coast, he
explained, was all about performing the mace-work with ultimate
precision; every single move should be text-book perfection according
to the east coasters. The west coast he summed up with a simple
mantra: “Hey, check out what I can do.” The west coast wasn’t
concerned with doing things according to any “official” pattern;
instead they did their mace-work for fanfare and showmanship (and a
heavy dose of one-upmanship). In other words, do things so
unbelievable that no one else can copy you. The east coast was like
a game of Horse, and the west coast was an “And 1” tape. It
wasn’t until I was in college that I realized that this didn’t
just apply to mace-work, but to everything – music, food, scholarly
pursuits. Maybe it’s the weather.
In improv there is still those two
different rules of thought, what I like to think of as the
rule-followers and the rule breakers. A rule follower is always
trying to improve upon an idea: that form worked mostly, except for
this, so let’s fix that for next time, or that didn't work at all,
let's scrap the whole thing and go in a new direction. Followers are
about form and technique, so they focus on drilling basics and
fundamentals and attempting to follow the rules. These would be the
same rules that were published in “Truth in Comedy” many, many
years ago and have since become more of a burden on the improv world
than they’ve helped. Mick Napier denounced them in “Improvise”,
and there are even rumblings all throughout the iO that the rules are
not all they’re cracked up to be. The problem? The rules are
largely negative in their wording (e.g. “Never ask questions!”)
and they make improvisers think too much. “Oh, am I doing this
right?” “Is this following the rules enough?” Give a man a
rule, and he will do his best to follow it.
Except of course, for the breakers.
Rule breakers cast aside simple notions like classes, workshops, and
improv books in favor of a more customized approach: “Watch what I
can do.” Even the greatest improv teacher in the world can only
take you so far and at some point you have to be ready to come to a
Zen level of connectedness with form, technique, and structure. At
risk of sounding any more western (or Californian, heaven forbid) a
“one-ness”. All improvisers are, for lack of a better term,
artists, as the outcomes on stage are the result of our unified
point-of-view and interpretation of the world around us.
The rules do have their place; they are
the foundation for a basic appreciation and understanding of the art
– but don’t be afraid to spin improv in your own way and maybe
show it off, all the while screaming: “I dare you to follow me!”
Labels:
ambition,
change,
exercises,
groups,
improvisation,
progress,
rehearsing,
results,
review,
rules,
self-improvement
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, March 11, 2013
A Philosophy of Teaching
It was in "Truth in Comedy" that Close, et al, told everyone that an improviser was actually a number of different roles rolled into one: actor, director, writer, editor, sound man, special effects, props, and scenery (and realistically caterer and producer as well). It's really no wonder this craft is so difficult to master, and that so many of us become permanently enthralled with it - to improvise is not just make a few laughs, it is to do a near overwhelming amount simultaneously. But it is not only very difficult to master, it's sometimes very difficult for beginners to do successfully at even a minimal level.
Most improv is taught in a very top-down method. Typically, throw people into things with a little explanation, and then tweak things as needed to get performers into a desired state. In fact, I'd wager that every teacher I've had has taken this approach. It's just easier, since there are so many things that have to be juggled at once, to let the human naturally fill in the gaps of the performance than to force a player to have to think about everything all at once. I think of this as a holistic approach; even though a smart instructor will know to break down certain skills or simplify scenework to narrow a student's focus, it's still necessary for a pupil to be developing a number of skills concurrently. I believe the result here is why I am constantly teaching (and learning) active listening as a basic skill.
This is quite different from other arts/crafts/skills; I remember learning to drive and first learning street signs, right-of-way, and blind spots before being allowed behind the wheel of a two-ton steel death machine. Artists learn composition and point-of-view before painting the Sistine Chapel, woodworkers learn how to cut straight lines before building a house, and you learn to read by first learning sounds - you don't jump from "c-a-t" to "Anna Karenina". When I was first learning to play an instrument, you start with a few notes, then you play "Mary had a Little Lamb", then scales, then time signatures, then space chords, and eventually you work your way up full orchestral pieces. I think of this as a reductionist approach - where the focus is on building individual skills before putting them all together.
The reductionist approach is easier for learning complex skills, so why don't we approach teaching improv in that manner? Quite simply actually: "Mary had a Little Lamb" is fucking boring. And even more importantly, the basic principles of improv, like "no planning", translate into the uninitiated as "you don't need to practice this, you just get up and do it!" The seemingly low entry requirements are a welcome encouragement for neophyte players, but also make it difficult to focus the naive to work only on skills for the first few lessons. Or, is it maybe better to throw new players completely into it right away? Screw basics, just give them the piano and the sheet music for "Flight of the Bumblebee", and let them figure it out on the fly. Watching an experienced player rip through something difficult effortlessly might make you think you could, but new performers have to learn the scales first.
Most improv is taught in a very top-down method. Typically, throw people into things with a little explanation, and then tweak things as needed to get performers into a desired state. In fact, I'd wager that every teacher I've had has taken this approach. It's just easier, since there are so many things that have to be juggled at once, to let the human naturally fill in the gaps of the performance than to force a player to have to think about everything all at once. I think of this as a holistic approach; even though a smart instructor will know to break down certain skills or simplify scenework to narrow a student's focus, it's still necessary for a pupil to be developing a number of skills concurrently. I believe the result here is why I am constantly teaching (and learning) active listening as a basic skill.
This is quite different from other arts/crafts/skills; I remember learning to drive and first learning street signs, right-of-way, and blind spots before being allowed behind the wheel of a two-ton steel death machine. Artists learn composition and point-of-view before painting the Sistine Chapel, woodworkers learn how to cut straight lines before building a house, and you learn to read by first learning sounds - you don't jump from "c-a-t" to "Anna Karenina". When I was first learning to play an instrument, you start with a few notes, then you play "Mary had a Little Lamb", then scales, then time signatures, then space chords, and eventually you work your way up full orchestral pieces. I think of this as a reductionist approach - where the focus is on building individual skills before putting them all together.The reductionist approach is easier for learning complex skills, so why don't we approach teaching improv in that manner? Quite simply actually: "Mary had a Little Lamb" is fucking boring. And even more importantly, the basic principles of improv, like "no planning", translate into the uninitiated as "you don't need to practice this, you just get up and do it!" The seemingly low entry requirements are a welcome encouragement for neophyte players, but also make it difficult to focus the naive to work only on skills for the first few lessons. Or, is it maybe better to throw new players completely into it right away? Screw basics, just give them the piano and the sheet music for "Flight of the Bumblebee", and let them figure it out on the fly. Watching an experienced player rip through something difficult effortlessly might make you think you could, but new performers have to learn the scales first.
Tuesday, February 15, 2011
It's not you, it's not even me. It's more "us".
There are new people in two of my improv groups, so it's got me thinking about basics again. There is so much “basic” stuff that we want to get across to new improvisers so that they'll have a good foundation, and while at the same time we like blank slates to draw on so we don't have to fight against any preconceived notions and habits (good or bad); it is however, certainly an easier climb when they already know some of the “stuff”. I was talking with one of the new peeps who was telling me that she had never done improv previously, but was really enjoying learning all the keystone elements, yes, anding, listening, and building the relationship. It was this last one that really stuck out to me, mostly because it was probably two years into my improv training before I heard of this concept, yet I have heard probably every teacher and coach I've had since then try to pound that concept home. It's a good idea, don't get me wrong, but it's also one of the worst understood basic concepts in all of improv, and if there is but one thing I could do to right any listing on the part of a new improviser, it would be on this one.
Teacher: Pause. What's the relationship here? Continue.
Player A: [Pausing a moment] I'm tired of this, mom!
Rest of class: [Laughter]
The reason they laugh is because there has been such an obvious correction at the prodding of the teacher, but really, we all know deep down that just naming the relationship is worthless. The relationship I have with my mother is unique (because I'm a special boy) and is completely different from the relationship you have with your mother. Even the relationship I had with a girlfriend is unique from the relationship you would have with the exact same girl, despite the fact that in either case we would still refer to her as The Girlfriend. What the teacher is looking for, but often can't articulate is that we were looking for how you relate to this person. Do you care for this person? Put up with their bullshit, regardless of how strange it is? Treat them like shit? There's a game I've played before where you get four people, and each person is tasked with silently choosing another person that they will always treat as smart, funny, or beautiful. That's what's interesting. Any teacher's misguided prods are often just trying to get you to treat your scene partner like a real person, or as Gellman would succinctly say: “do you like or not like this person?”, which is the most basic level for relating to another person, but serves as a nice jumping off point for the infinite levels of subtle ways we treat everyone around us. Asaf Ronen uses a good vocabulary for this by calling the relationship the logistical circumstance, and the emotional one a dynamic – a term that I like a lot.
The second problem is in the “you must know this person for X amount of time” corollary to the Relationship Rule. I want you to right now think of any movie, T.V. Show, or play where there was not a major relationship that started with the two characters not knowing each other. Did you come up with even one? (Following this rule would mean we could never do scenes of job interviews or even worse, first dates – a scene whose humor lives on the awkwardness of meeting someone for the first time. Part of how I can prove this one as being misleading is that there is no established minimum length – I've heard everything from 3 months to 3 years.) In everyday life we regularly encounter people we have never previously met, and have absolutely no previously established relationship, and it would serve well to remember the Arnett Axiom: if you can say it in real life, you can say it in a scene. This relationship corollary likely spawned itself from the reverse logic we have for looking at scenes (as Napier described in his book, only looking for the problems in bad scenes, and not looking at the successes in good scenes). It's true that doing scenes with characters who are just meeting for the first time is difficult, but not impossible. The same with the first half of this conundrum is that what's important isn't that you get to put a name on it as soon as possible, it's that you treat the other character like a real person – listen and react to them, form opinions about them, like them or hate them. These were guidelines that were created because they do make scenework a lot easier, especially in the beginning; the problem is that somewhere along the way they became gospel, and often get taught in concept as such, because people didn't think to analyze and digest what was being taught.
This concept is unfortunately rarely analyzed, so we get a lot scenes like:
Player A: Mom, I had a hard time at school today.
Player B: That's okay, son. School will get better.
Rest of class: [Quietly checking their cell phones]
Which is not necessarily a bad scene, and following the “name the relationship” rule is technically perfect. It is however, a tad boring. Nobody cares if you're parent/child or boss/employee or lonely housewife/pool boy; we care that you understand interpersonal relationships well enough to make those exchanges more than just a name or a time limit.
I say it is poorly understood with the full knowledge that I didn't understand it for quite some time. If you were to believe most improv teachers and coaches, “finding the relationship” is as simple as just naming the relationship between two people. In other words, just look across at your scene partner(s) and just name a relationship. In a shitty scene? Apparently all you have to do is say “Gosh, I don't know dad/mom/sis/bro/boss/co-worker/spouse/girlfriend/boyfriend/friend” and your scene has just been saved. Tied into this poorly understood concept is that idea that every relationship has to have been previously established for X amount of time (the length of time appearing to vary depending on what books your teacher has read or who taught them). The problem with this is that if just naming a relationship was all that was needed to rescue a flailing scene, why doesn't everyone do such a simple thing? (And more importantly – how could a scene ever fail with such a simple lifesaver?) The answer is that just naming the relationship means absolutely nothing. Not a single frickin' thing. I've been in a number of classes where this exchange took place:
Teacher: Pause. What's the relationship here? Continue.
Player A: [Pausing a moment] I'm tired of this, mom!
Rest of class: [Laughter]
The reason they laugh is because there has been such an obvious correction at the prodding of the teacher, but really, we all know deep down that just naming the relationship is worthless. The relationship I have with my mother is unique (because I'm a special boy) and is completely different from the relationship you have with your mother. Even the relationship I had with a girlfriend is unique from the relationship you would have with the exact same girl, despite the fact that in either case we would still refer to her as The Girlfriend. What the teacher is looking for, but often can't articulate is that we were looking for how you relate to this person. Do you care for this person? Put up with their bullshit, regardless of how strange it is? Treat them like shit? There's a game I've played before where you get four people, and each person is tasked with silently choosing another person that they will always treat as smart, funny, or beautiful. That's what's interesting. Any teacher's misguided prods are often just trying to get you to treat your scene partner like a real person, or as Gellman would succinctly say: “do you like or not like this person?”, which is the most basic level for relating to another person, but serves as a nice jumping off point for the infinite levels of subtle ways we treat everyone around us. Asaf Ronen uses a good vocabulary for this by calling the relationship the logistical circumstance, and the emotional one a dynamic – a term that I like a lot.
The second problem is in the “you must know this person for X amount of time” corollary to the Relationship Rule. I want you to right now think of any movie, T.V. Show, or play where there was not a major relationship that started with the two characters not knowing each other. Did you come up with even one? (Following this rule would mean we could never do scenes of job interviews or even worse, first dates – a scene whose humor lives on the awkwardness of meeting someone for the first time. Part of how I can prove this one as being misleading is that there is no established minimum length – I've heard everything from 3 months to 3 years.) In everyday life we regularly encounter people we have never previously met, and have absolutely no previously established relationship, and it would serve well to remember the Arnett Axiom: if you can say it in real life, you can say it in a scene. This relationship corollary likely spawned itself from the reverse logic we have for looking at scenes (as Napier described in his book, only looking for the problems in bad scenes, and not looking at the successes in good scenes). It's true that doing scenes with characters who are just meeting for the first time is difficult, but not impossible. The same with the first half of this conundrum is that what's important isn't that you get to put a name on it as soon as possible, it's that you treat the other character like a real person – listen and react to them, form opinions about them, like them or hate them. These were guidelines that were created because they do make scenework a lot easier, especially in the beginning; the problem is that somewhere along the way they became gospel, and often get taught in concept as such, because people didn't think to analyze and digest what was being taught.
This concept is unfortunately rarely analyzed, so we get a lot scenes like:
Player A: Mom, I had a hard time at school today.
Player B: That's okay, son. School will get better.
Rest of class: [Quietly checking their cell phones]
Which is not necessarily a bad scene, and following the “name the relationship” rule is technically perfect. It is however, a tad boring. Nobody cares if you're parent/child or boss/employee or lonely housewife/pool boy; we care that you understand interpersonal relationships well enough to make those exchanges more than just a name or a time limit.
Labels:
Improv,
relationships,
rules,
scenes,
scenework
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