Instructor: Zach Woods
Date Taken: February 2009
I’m naturally a problem-solver which doesn’t necessarily bode well in improv scenes (I get caught up in solving the problem, not experiencing it as a character). : This class helped me realize there were more important things in improv scenes than fixing things. : Here are some of the improv gems from class.
Find out more about UCB’s training program: here.
Class #1 – Scene Work & Harolds
[No Notes]Class #2 – Group Ownership & Using Monologues
Guest Instructor: Gil Ozeri
- It’s everyone’s Harold, therefore every game/scene is everyone’s
- You are all responsible for the entire Harold
- Your job is to endow your fellow player (they are gifts)
- Once you have a game/character, every time you speak is a chance to play your game.
- Play the first interesting thing and work to immediately justify it in some manner.
- You have to answer WHY. Why is your game what it is?
- We have to say yes to the action so the scene can move forward
- If it’s against your character, do the action but talk about why it’s against your philosophy
- You have to say yes so you can say no again
- When you find that funny thing, you can lead your initiation with it so everyone’s on board
- When someone is unusual, you want to see more of that person
Class #3 – Group Games
- Group games: it’s even more important to make sure you yes and (not just yes)
- Group games are the slot in the harold where you can take some creative liberties
- Expand your sense of the possibilities
- Once you’re all on the same page with the simple pattern, you can build and heighten.
- You can treat the audience as a character in a group game
- Avoid judging the games in a scene, just play it to the best of your ability
- The master weaver incorporates the mistakes of everyone into the master design
- You should treat every other from players as “We meant to do that, here’s why”
- If you treat your fellow players like poet and geniuses, they will be poets and geniuses (everything said was exactly what should have been said and done)
- If you play the first unusual thing, you make it easier because you don’t have to make a decision, you just play that game.
- You can do anything as long as it heightens the game (aka does it make the fun of the scene more fun):
Class 4 – Listening, Scene Work, & Harold
- one of most common mistakes in 401 is trying to shoe-horn the funny at the top of the scene. either initiate with a strong game or yes and to find a game.
- if you’re realistic and committed in your scenes, people will be patient for you to get to your game.
- scenes that focus on objects aren’t realistic; we generally talk about things have more meaning
- be real human beings in your harolds
- monoscenes heighten the stakes (not necessarily games)
- be more brave than impressive
- don’t solve the problem, live in it
- using your environment will give you choice
- you always need who what where, you’re not gonna get away with not having it
- as the backline, assume your services are going to be needed in the second beats, even if that means making a strong choice and establishing their game if they’ve missed it
- second beats should start in the middle of the action of the game. don’t just talk about what happened in the first beat.
- third beats—don’t just rehash “remember when we were funny”
- your job is to make order of scenes, not call out the disorder (aka don’t give notes within the scene by going meta)
- second beats should be simplified versions of the first beat
- when in doubt, keep things simple and grounded. be brave enough to be boring.
Class Improv Show #1
- monologues should be specific stories as it will be easier (even if it takes you time to get to it)
- remember, endowing is a gift
- ironic disposition should be avoided (meta)
- pick one game and pick one justification for that game
- the most interesting idea should generally prevail
- after you heighten, don’t deconstruct or criticize what you did; either tag out to additional heighten, or edit.
- longform = unusual thing + justification -> play it in an active way.
- interesting doesn’t have to be crazy
- brainstorming scenes are hard—you’re hoping the audience laughs just at the clever idea (its not active). if you are doing a brainstorming, make it super active
- use the content of what the improviser is saying, not of the behavior of the improviser.
- edit harder!
- we don’t have the liberty to be judgmental about our ideas while in a scene. every idea is the best idea.
Class 5 – Individual Feedback & Scene Painting
- exercises/class/practice is the time to be more a little more in your head. a show is when you want be more in the moment.
- try to work on only one thing at a time.
- good things improvisers do/have: sense of play, takes risks, makes strong choices, be willing to go anywhere, listen well, play at the top of your intelligence, confident, relaxed play, enormously supportive, play committed
- give your character a pov towards the game
- be willing to participate in the unusual thing
- play confidently, don’t second guess your impulses
- be patient up top, wait for the unusual thing
- heighten and explore, don’t just heighten
- don’t comment on the scene, you should be a participant of the scene, not an observer
- find game via your scene partners choices
- with your game and emotion, give yourself room to heighten in the scene
- capitalize on the fun you’ve created
Class 6 – Harolds & Documentary Opening
- the best improv scenes are based on behaviors and patterns
- gibberish scenes:establish your environment, play a strong emotion
- as proved by gibberish, you just have to be imaginative, not hilarious
- trust the simple fun
- focus more on you’re what your doing than what you’re saying
Class 7 – Harolds
- if you just play realistically and honestly, you can pick your shots (youll be able to pick the one thing you want to heighten)
- people often run into problems because they are overly hasty in the first minute of the scene when you don’t know the stakes or who the people are
- play it smart, grounded and yes and
- things played honestly don’t have to be played as “clever;” its easier.
- you don’t have to really try that hard to have a good scene
- can start a scene two ways in a harold: start with a game, hitting the game hard from the top; without a game, initiate with emotions and stakes
- you need to preserve forward motion in your scenes, so you may have to tweak realistic reactions slightly
- scene painting opening: start with a strong character; remember that you aren’t inhabitants of the space; don’t be afraid to play patterns; feel free to throw in a little spice into your descriptions
- invocation: you can repeat, verbatim, things in each chapter to solidify in your memory; be very specific in the “you are” phase
- pattern game: say the words with emotion and commitment; pay attention and remember the word;
- always prioritize someone else’s comfort over your own (like in hot spot)
- organic: don’t scream over each other; share focus; when in doubt match each other
- giving the unusual characters philosophy is the responsibility of both people in the scene
- disatisfaction/resistance is hard to play unless you give a specific justification
- the second people feel like no ones got their back, you’re in trouble
- there is no external force that will help you in a harold, its only you and your teammates
- be brave up top.
Class 8 – Harolds
Guest Instructor: Chelsea Clarke
- invocation: you are trying to bring the object to life (in the “you are” you can say things that you would say to a person)
- secret to shit on people scenes: if you’re going to be mean to someone, you have to have a good philosophy to be. this will tell who is the normal and weird person.
- really react to the unusual things and get your why’s and becauses out.
- have fun with what you’re playing. you’re never going to see/play them again so have fun with them and explore.
- don’t forget the ducks so that the game moves come organically
- its not just the game moves, its the context its in as well (duck duck goose)
- the audience doesn’t care about the plot, they’re entertained by the game
- when “beating the hell out of the game” (in second beats) as tag outs and walk ons, be an interesting character too and u give fodder for 3rd beats
- context in improv is like mario getting a mushroom. once you pass it, you can’t go back and get it but you’ll wish that you had it.
- scene painting: have to play the pattern
- bring back baby trex. if we have an interesting character, we want to see him come back.
- when in doubt, have fun
Class Show #2
- break the crescent in an organic opening
- avoid the cliches and make very specific choices
- use what you specify in the scene (object work, characters, names) to help you in your philosophy
- make your choices active, less rhetorical
- ideally we go for behavioral games in second beats
- play active: its more rewarding and easier to heighten realistically
- characters live and die in the specifics
- you can play a game better if you can get to the action faster.