Instructor: Armando Diaz
Date Taken: October 2010
Level 5 at the Magnet focuses on creating an improv revue—four shows that your team does together. I went back to my normal heavy note-taking ways for this class, but can you blame me? It was Armando Diaz teaching!
To learn more about the Magnet training program, go here.
Class #1
- the goal of the class is to learn how to put on an entire show (from start to finish)
- the attitude you want to have is that anyone off the street should be able to come in and enjoy themselves (not just other improvisers)
- if you have a bad show, dont give an excuse as to why
- nobody is so good that they should be an asshole to people
- key focus of forms:
- montage—fast paced, higher energy
- monoscene—pov and committed character
- time-dash—how time affects characters
- freeze tag—trust your instincts, visual, commitment
- initiations are a reaction to something that happens in a scene that we dont see (start in the middle)
- simplicity is always appreciated
- good improvisers trust in just being… (no need to always talk)
- concept alone isnt theater. concept with an attitude is
- great players are calm and patient and wait for inspiration
- listen well, internalize and think about how you can connect to the other person
- the goal of the first beat of the monoscene is to create the world the scene will take place in
- the difference between a monoscene and group game in a harold is that you have more time for different characters to play varied povs (wheras in a group game a lot of times youll all have the same attitude)
- your object work should be specific enough that it tells the audience who you are without you needing to speak
- every scene is about one truthful thing
 Class #2
- often times the funniest thing to do is be vulnerable
- be affected by what people say
- be your experience, dont state it
- most premises have been done. it’s the specifics that differentiate them. take the idea and personalize it
- WHO you are is so much more important than the premise of a scene
- Del’s “the third thoughtâ€â€”get past the trivial, go to the deeper thought
- when on stage, you shouldnt be thinking as an improviser, you should be thinking as the characters youre playing
- discovery in a scene is an awesome thing
- monoscenes feel counter-intuitive because each character should have their own thing. especially as a walk-on, dont give in to the feeling you should be a character to heighten someone elses game, have your own character and then youll help others play their game while youre playing yours
- its like a potluck—everyone has to bring something different in order for it to stay lively
Class #3
- every character has a pov and it’s often defined in the first thing you say or do. if you get lost, go back to what you did first in a scene
- actions speak louder than words, dont forget your object work
- EXPERIENCE THINGS ON STAGE
- spontaneity (discovery) is the drug of improv
- star trek—orignal series was fun because they experienced what was happening. later generations were just people logically thinking about it and coming up with a resolution. be Kirk, not Picard? Screw it or kill it.
Class #4
- follow your character’s pov and motivation
- the real genius players remember how they started and stay committed to it
- there are different “sized†ways of playing a game. sometimes youll need a sledge hammer, sometimes youll need a paint brush.
- theres a difference between heightening and increasing. increasing just adds more stuff; heightening is specific to your character and pov and playing more of that
- in a good scene, both characters have a pov (and game)
- specifics are very important when it comes to heightening or additional game moves. e.g. language that was used is very important
- if you know how you feel, you dont have to analyze as much
- pov is one of the most important things to make sure you understand—it will take you the furthest and make your scenes easier
- if you arent sure how you should be reacting, get specific and that will help inform you
Class #5
- emotion can be a pov.
- each action your scene partner makes heightens your emotion. you know that is the case so the only “work†you have to do is justifying your emotional reactions
- play for competence (have your characters be smart). to play “bad†is harder than “trying†but “failâ€
- the more truthful we are the easier things will be
- dont play in the middle
- a scene is initiation -> reaction -> justification
Class #6
Guest Instructor: Christian Capozzoli
- physicality is king, emotion is queen – joe bill
- every gift should be treated as such, have a reaction to it, state what is, give specifics
- characters should be hypersensitive to their pov
- if you have a really talky first scene, then you gotta play the 2nd beat even more actively
Class #7
- play game harder. dont wait for other people to help you play game, make the moves yourself more
- physicality is king and can buy you some time to speak
Show #1
- be ready on the edits
- each character had a sense of history which is really good
- whenever someone comes out, make sure you react to that person
Class #8
- dont be so concerned with plot moves, allow yourself to play in the emotion you give yourself
- remember CROW—character, relationship, objective, where
- dont forget to express your philosophy and circumstances in between game moves to heighten each move
- two behaviors overlapped is the relationship.
- even when you have strong game scenes, there should be a strong relationship. all scenes are relationship-based regardless of how strong the game is.
Show #2
- specificty of game is important. look to your first scene that gives you the details
Show #3
- dont change your character in 2nd beats.
- be careful of adding too much importance to a detail from the previous scene; by talking about it again it makes it more important than it needs to be
- its about your personality more than anything else.
- you never want to be an improvisors wanting people to do something. put more focus on reacting
- edit on an emotion and dont be scared to leave what happens to the audience’s imagination
Show #4
- be careful of using nondescript gifts, hammer them out in first beats so you can play with them
- gift your scene partner because that will give you something to react to
- for second beats dont close the door to discovery, especially if youre first beat established a weirdness. play with the gift you gave yourself for having fun