Instructor: Michael Delaney
Date Taken: May 2009: 
After about 9 months off from writing any sketch, I decided to take the 201 class at UCB. This class (and Delaney specifically) made me hate my workduring: the class but also made me a much stronger writer: after: the class.
Below are the notes. Find out more about UCB’s training program: here.
Class #1
Missed. No Notes.
Class #2
- Go beyond the simple misunderstanding. : It is not the unusual thing.
 - The first beat should be funny (otherwise it takes longer to get to the funny and people have short attention spans).
 - Del Close School of Comedy: Point of View
 - The anger/upset/reject card is always there as a game. : Look past the easy games.
 - Don’t repeat your references / jokes, it detracts from the first time you said it.
 - Actors/characters in a play have wants and objectives (and it’s important). : In sketches the most important thing is what the actors/characters are doing, what action is happening.
 - Scenes need variation, you can’t do the same thing the same way for too long.
 - This class is about the process, not the product.
 - Bring the shitty stuff. : No one will care or remember and that’s how you’ll get better.
 - Be willing to let go of the vision of what you thought it would be. : Play everything to the idea that the sketch actually is.
 - Keep to one point of absurdity per scene.
 - Game will never limit you. : If you think it is, then it’s not the real game.
 - For stage, remember the 3 Unities: unity of time, place, and characters.
 
Class #3
- “The connected tissue” – the stuff between the game moves that still needs to exist
 - Sitcom general rule is 3 jokes per page.
 - Weird is great. : Weird on weird is confusing.
 - There’s a difference between references and jokes. : Make sure you get to the jokes.
 - Anti / Passive games have to have a lot of action to compensate for the inactive game
 - The best we can write is half a scene. : The actors (and other crew) will write the other half.
 - We can all set up a weird situation or conundrum. : You have to go past that to the game.
 - Your premise / game is the center of your sketch world. : It is your sun.
 - Start your scenes in the middle. : The beginning sucks.
 - Variation is so important because shit gets old quick.
 - By end of page 1, ask yourself “is this funny?” : You have to answer yes by the end of the page.
 - You don’t want to be predictable (you will hear the audience sigh)
 - If your characters are interchangeable, you aren’t being specific enough.
 - In one page you have to give us an idea/game and get our imaginations going with what’s possible
 - In sketches, the middle is the most important (not the beginning or end)
 - If you boil down to only beats, they just become reference. : Don’t forget the connected webs.
 - A lot of sketch comedy isn’t surprising so you need excellent execution.
 
Class #4
- In your beats, always go from general to specific.
 - The 3 unities of stage: place, time, and action
 - See your ideas through completely. : If you have a great premise, you need to play it through completely, otherwise you will disappoint the audience.
 - You want your scenes to have unity in 1 absurdity. : But you also want them to have as much variation as possible (a tough balancing act)
 - Where you see humor in the scene is the same thing as where the game is.
 - If bits are really strong, no one cares about anything else.
 - Things you can say about any sketch:
 - What’s the game? : Is it funny?
 - Punch it up a little bit (more jokes).
 - Don’t try to be clever with your sketches. : Audiences won’t “retroactively” get the humor or exposition.
 
Class #5
- The definition of premise is a world that exists with a set of rules.
 - If you have a lego world and just keep referencing legos, you aren’t playing game, you’re just talking about the accepted world.
 - “Logan’s Run” principle—the audience will warm up / accept the crazy world pretty quickly. : It’s not enough to sustain game.
 - You have to speak to the unusual thing to make it/transform it to game.
 - Go through the script, find the first joke or funny thing. : That’s probably your game and should be repeated and heightened.
 - Game is unusual thing + justification/specificity
 - You should be able to describe game in just a few short words, a sentence at most.
 - It comes down to how creative are you. : Then “if this game is true, what else is true.”
 - You have to ask, “is it worth it?” : Is the game funny enough to be worth all the work of writing, worth the audience watching it.
 - “Dirty Little Secrets” —the stuff we decide to ignore because it would bog down the scene even though the tendency is to think it’s needed to explain the world.
 - Be careful not to add a straight man just to add a straight man. : If the straight man just calls out differences without adding information or humor, they aren’t needed.
 - “Crazy world” isn’t a game. : Neither is gay.
 
Class #6
- When things/sketches are weird, you want to ground in reality to start so people buy-in & care about your characters. : This will heighten the scene.
 - A sketch isn’t written until it’s been in front of people.
 - Blocking notes (for staged reading):
 - Minor props (chairs, maybe table)
 - Cut all but absolutely important stage directions
 - As a writer, you are also a director
 
Class #7
- Play your game is the most specific of terms, but define it as broadest
 - People don’t laugh at “the fact” of the scene—there has to be some game moves / bits
 - People want to see you take your games as far as they can go, especially people who could hire you
 - Have to follow our sense of humor, not our sense of comedy: (eg not just going for laughs, but taking risks, etc)
 - For sketches, the rule of 3 doesn’t apply in terms of # of beats. : Rule of 3 is about rhythm and is more for lines of dialog/jokes
 - Not every sketch needs to be a Warhol (ie you dont have to follow an exactly structured/formalized pattern)
 - Heightening doesn’t have to be perfectly linear (that’s a fallacy)
 - Writer’s Packet:
 - Strongest stuff
 - It may vary if you are targeting a specific show
 - Usually need an agent, they won’t take unsolicited submissions
 - Tailor the packet to the place your submitting
 - Shows will only pick things that work for their show (regardless of how funny)
 
Class #8
Missed – No notes.
