Instructors: Neil Casey / Kevin Hines
Date Taken: October 2008
The concept of “game†taught at UCB immediately appealed to my math-mind and helped me find ways to explore funny.  I took 201 as an intensive (8 3-hour days over 2 weeks) hoping to get through it faster, and while it was a fun experience, it was a lot to absorb in a short period of time.
Find out more about UCB’s training program here.
Class #1 – 101 Review & First Unusual Thing
Instructor: Neil Casey
- Yes And until you find the interesting thing, then move to “If this is true, what else is true.â€
- We play human beings doing real human things.
- You don’t have to do as much as you think, “save yourself the workâ€
- Play it real.  You don’t have to dog pile it on
- Play it real, your character is as smart as you are
- For this class, you don’t need to introduce conflict
- Make it in the present
- Look for the unusual not the crazy
- If you start out normal, you’ll discover the unusual thing, you won’t have to invent it.
- It’s not a denial to react honestly
- Your “premise†of the scene doesn’t have to be funny, in fact it doesn’t even matter.
- There should only be 1 unusual thing, everything else is played real.
Class #2 – Pattern Game, Game of the Scene, & Heightening
Instructor: Kevin Hines
- Pay attention to opinions and reactions, that’s where you’ll find interesting things.
- Don’t forget to “Yes And†yourself, listen to what you say
- Your reactions are what helps you identify the unusual thing
- A fight before your know that game is can ruin a scene. Â A fight that serves the game (after you know it) can be great.
- Answer the key questions to the scene (who? what? where? sometimes why?)
- Don’t forget to carry your justifications all the way through the scenes
- You don’t want to fight.  You can disagree, but don’t get “angryâ€
- Don’t feel trapped or controlled by your suggestion, feel freed by it.
- Make sure you play (and heighten) the game, not the plot.
- Play the active choice.
- Initiations serve 3 purposes (in order of importance): (1)Â Generate ideas; (2)Â Connect w/ your group members; (3)Â Entertain the audience
Class #3 – Editing & Support
Instructor: Neil Casey
- We all pledge our allegiance to the show, and we all support what’s already happening.
- “Karaoke rule†– it doesn’t matter what you’re doing on stage, as long as you sell it.
- Pattern Game:
- Generates “half ideasâ€
- You want to initiate scenes from it that were memorable, that people laughed at
- Don’t want to initiate scene off of something you said personally
- When you find something interesting, riff on that idea a few times
- Random A->C connections is yes anding, then riffing on interesting thing is “if this, then whatâ€
- Play the pattern game with energy
- Cardinal rule of editing is to end on a laugh or high point (even if it’s just a relative maximum)
- You generally can’t edit “too†early.  If there was something there, you can always come back to it
- If you think you should’ve edited, you should have.
- Name people in your scenes.  It’s actually harder to carry out a scene without naming each other.
- Walk-ons, tag-outs, swinging doors, are not for jokes or one-lines, they are for adding information or heightening the game.
Class #4 – Environmental Support
Instructor: Neil Casey
- The tone of natural conversation is the way you should always start a scene
- Play normal
- You can be entertaining with being laugh out loud hilarious
- You should be mellow in your character (i.e. not a crazy person), but super aggressive in your pursuit of the game
- Your character is real. Â The improviser is playing the game.
- Improv is theater, not TV
- Backline should provide: tag-outs, walk-ons, swinging doors, background characters, sound fx, props, animals, anything with a face.
- You can just exist on stage to paint the scene (e.g. as a waiter, you enter to heighten a game.  Don’t just walk straight off, go to another “tableâ€, cash out, etc)
- Enter and exit like a real person
- Support moves should add specificity and information
- Be serious and normal at the top of scenes
- 3 keys to good improv:Â (1) Start normal (like in non-funny scenes); (2)Â Play to the top of your intelligence; (3)Â Aggressively go after the game
- Personal notes (from Neil):
- You’re very analytical, don’t be afraid to get out there and just react
- Play normal, have made some “sillier†choices at times
Class #5 – 2nd Beats
Instructor: Kevin Hines
- 2nd beats are seeing the game of a scene again. Â The game not the plot.
- Generally your 2nd beats go in the same order as your first scenes
- Generally have the same 2 people in the 2nd beat (but not necessarily the same characters)
- Can do 2nd beats two ways:
- Time-dash: same 1 or 2 characters but at a different period of time (before or after)
- Analogous: same game but different characters
- Never worry about the 2nd beat during the first scene
- Never “hold†something for your 2nd beat, you may never get to it
- The character always must want to win the argument, the improviser should play the game (and generally not succeed at solving the problem)
- Generally won’t do tag-outs, etc. in 1st beats (you don’t know the game yet)
- If you did have a tag-out, you’d likely do an analogous 2nd beat as time-dash would be harder
- If you didn’t play a specific game in the first beat, think about what was the most interesting thing and play that in the 2nd (even if you didn’t play it in the first one)
- In 2nd beat, you don’t need to reference what happened in the 1st beat (and probably shouldn’t)
- Your first beat has to have strong characters so you are able to call them back in the 2nd beat
Class #6 – 2nd Beats
Instructor: Kevin Hines
- Never be afraid to add information
- Initiation – get everything important out in the first line, your partner will supply additional information
- You should build to absurdity (earn it), not make giant leaps to it.
- There’s a difference between patterns and games.  Games will heighten, patterns just repeat.
- Beat 2: you’re probably trying too hard if you have to explain what happened in between your 1st and 2nd beats
- You have to understand why you’re playing that game (your characters’ motivation)
- Never expect a certain answer or reaction. Â Just listen and react to what was actually said.
Class #7 – Putting It Together – Running the Show
Instructor: Kevin Hines
- REACT
- Play your scenes actively (don’t just talk about something)
- Heighten your reactions, play more extreme when picking
- Dialogue is secondary to your characters (should not be talking heads) but primary to audience
- Make sure you are using what you hear, not just hearing it
- Whatever makes your partner react, you want to provide more of that
- Provide 1 piece of information then stop talking, allow your scene partner to react
- While waiting between beats, think of a possible first line, then pay attention to other scenes (i.e. don’t think too much or try to plan too much out)
- Don’t timedash with plot.  Don’t think “what happened next†think “If this, then whatâ€
Class #8 – Putting It All Together – Running the Show
Instructor: Kevin Hines
- Don’t worry about solving your problems
- In a scene if your character is presented with something he doesn’t want to do, “fight†it as your character, but actually do it
- Put it in action
- Provide support / scene painting quickly
- As the “weird†make sure you are grounded somewhere in reality and play that as well (it helps to heighten the game and support the straight person)
- React first, then catch up to what’s happening if you need to
- Personal notes (from Kevin):
- You tend to initiate with problems
- Get to the fun parts quicker
- Be active in your choices, don’t just talk about the game
Improv 201 Class Show
- straight man don’t forget to continue to ground it in reality
- don’t be tepid at the top of your scene, commi make a decision
- should be a friendly competition to see who can find shame first
- provide information! (even walkons) if ur on back line and u don’t know where they are, ur responsible for adding that information.
- avoid scene of bad X (first day as pilot on air force one)