Magnet Improv Level 5 Class Notes

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 thought”—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 “fail”
  • 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

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drew tarvin

Andrew Tarvin is the world’s first Humor Engineer teaching people how to get better results while having more fun. He has worked with thousands of people at 250+ organizations, including P&G, GE, and Microsoft. He is a best-selling author, has been featured in The Wall Street Journal, Forbes, and TEDx, and has delivered programs in 50 states, 20+ countries, and 6 continents. He loves the color orange and is obsessed with chocolate.
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