Theater Games
For Teachers and Directors
WARM UPS page # difficulty skills
|
Word
Association |
4 |
easy |
spontaneity,
listening |
|
Rant |
4 |
medium |
projection,
sharing focus, confidence |
|
3 Line
Scenes |
4 |
medium |
conveying
information, miming |
|
3 Word
Scenes |
4 |
easy |
conveying
information, miming |
|
Not
Doing What I’m Doing |
4 |
easy |
concentration |
|
Yes,
And |
5 |
easy |
agreement |
|
Executive
Meeting |
5 |
easy |
agreement,
brainstorming |
|
Straight
Face |
5 |
medium |
not
breaking character |
|
Character
Circle |
5 |
medium |
characterization |
|
Hitchhikers |
5 |
easy |
characterization,
accents |
|
Sound
and Motion Circle |
6 |
easy |
freedom,
voice |
|
Do Wop |
6 |
difficult |
cooperation,
listening, music |
|
Emotional
Symphony |
6 |
medium/difficult |
cooperation,
listening, music |
|
Mime
Ball |
6 |
easy |
miming,
imagination |
|
Invocation
|
7 |
medium |
spontaneity,
projection |
|
EXERCISES |
|
|
|
|
Machine |
7 |
easy |
cooperation,
physicalization |
|
Character
Objects |
7 |
medium |
characterization,
miming |
|
Specifics |
7 |
medium |
giving
specifics |
|
Character
Mill |
8 |
medium |
characterization |
|
Life
Span |
8 |
medium |
characterization
(physical) |
|
Environment
Reactions |
8 |
easy |
miming,
acting, building reality |
|
Environment
Building |
8 |
medium/difficult |
miming,
building reality |
|
Emotion
Scenes |
8 |
medium |
acting |
|
Waiting
to Speak |
9 |
medium |
listening,
pace |
|
Mime to
Speak |
9 |
medium |
listening,
miming, pace |
|
Touch
to Speak |
9 |
medium |
listening,
pace |
|
Character
Opposition |
9 |
medium/difficult |
characterization,
scene building |
|
Status
Switch |
9 |
medium/difficult |
characterization,
scene building |
|
Mirror |
9 |
easy |
physicalization,
concentration |
|
Contact
Improv |
10 |
easy/medium |
cooperation,
physicalization |
|
Secret
Motives |
10 |
medium |
acting |
|
Question
Scenes |
10 |
medium |
concentration,
acting |
|
Tableau |
10 |
easy |
staging,
physicalization |
|
The
Door |
11 |
medium |
acting,
miming |
|
GROUP GAMES |
|
|
|
|
Personal
Relations |
11 |
difficult |
characterization,
story building |
|
Typewriter |
11 |
difficult |
story
building, acting, cooperation |
|
Freeze
and Justify |
12 |
medium/difficult |
physicalization,
cooperation |
|
Newscaster |
12 |
medium |
shifting
focus, characterization |
|
Day in
the Life |
12 |
medium/difficult |
acting,
genre work |
|
Movie
Critics |
12 |
medium/difficult |
acting,
shifting focus |
|
Historical
Inventions |
13 |
advanced |
cooperation,
making connections |
|
Slide
Show |
13 |
medium |
physicalization,
imagination |
|
Character
Displacement |
13 |
difficult |
building
scenes, acting |
|
6 PERSON GAMES |
|
|
|
|
Cocktail
Party |
14 |
medium |
making
connections, listening |
|
Cocktail
Scenes |
14 |
medium/difficult |
connections,
listening, acting |
|
Hidden
Titles |
14 |
medium |
acting,
shifting focus |
|
Comic
Book |
15 |
medium/difficult |
physicalization,
cooperation |
|
Restaurant
Switch |
15 |
medium |
connections,
listening, characters |
|
4 PERSON GAMES |
|
|
|
|
Foreign
Film |
15 |
easy |
physicalization,
cooperation |
|
Dubbing |
15 |
easy |
imagination,
cooperation |
|
Conscience |
16 |
easy/medium |
subtext,
acting |
|
Movers |
16 |
easy |
physicalization,
cooperation |
|
Silly
Sports Event |
16 |
medium |
enthusiasm,
vocalization, miming |
|
Object
Game |
16 |
medium |
imagination,
spontaneity |
|
3 PERSON GAMES |
|
|
|
|
Lay-Sit-Stand |
16 |
easy/medium |
physicalization,
acting |
|
Flashback |
16 |
difficult |
building
story, cooperation |
|
Forward/Reverse |
17 |
medium/difficult |
concentration,
memory |
|
Half-Life |
17 |
medium |
concentration,
memory |
|
Pivotal
Moment |
17 |
difficult |
concentration,
imagination |
|
Emotional
Positions |
17 |
medium |
concentration,
physicalization |
|
3
Headed Psychiatrist |
17 |
easy |
cooperation,
voice |
|
3
Headed Broadway Star |
18 |
medium |
cooperation,
voice, music |
|
Lines
from a Hat |
18 |
easy/medium |
spontaneity,
incorporating |
|
2 PERSON GAMES |
|
|
|
|
First
Line/Last Line |
18 |
medium |
incorporating,
scene building |
|
One
through Five |
18 |
advanced |
concentration,
memory, acting |
|
In-With-While |
18 |
medium |
acting,
incorporation |
|
Musical
Scenes |
18 |
advanced |
cooperation,
music |
|
Sound
Effect Scene |
19 |
medium |
incorporation,
acting, miming |
|
Rule Games |
|
|
|
|
Alphabet
Scene |
19 |
easy/medium |
concentration |
|
Question
Scene |
19 |
easy/medium |
concentration |
|
Limited
Words |
19 |
easy/medium |
concentration |
|
|
|
|
|
|
2 PERSON LIST GAMES |
|
|
|
|
Different
Emotions |
19 |
medium |
characterization,
acting |
|
Famous
Pairs |
19 |
medium |
characterization,
acting |
|
Different
Words |
19 |
medium |
characterization,
acting |
|
Genre
Switch |
19 |
medium |
characterization,
genre work |
|
Old
Job/ New Job |
20 |
medium |
incorporation,
acting, miming |
|
Mixed
Media |
20 |
medium |
incorporation,
scene building |
|
Directors
Cut |
20 |
medium/difficult |
cooperation,
incorporation |
|
Cues |
20 |
medium/difficult |
concentration |
|
STOP ACTION GAMES |
|
|
|
|
Missing
Person |
21 |
difficult |
specifics,
acting |
|
Crime
Scene |
21 |
advanced |
memory,
incorporation, acting |
|
Should
Have Said |
22 |
medium |
spontaneity,
saying unexpected |
|
Choose
Your Own Adventure |
22 |
difficult |
imagination,
acting |
|
ENDOWMENTS |
|
|
|
|
Police
Confession |
22 |
medium |
guessing,
acting |
|
Super
Hero Endowments |
22 |
medium |
guessing,
acting |
|
Inconvenience
Store |
22 |
easy/medium |
guessing
acting, miming |
|
Hope
Shopping Network |
23 |
medium/difficult |
guessing,
acting, miming |
|
Party
Host |
23 |
easy/medium |
guessing,
acting, characterization |
|
Historical
Dance-O-Rama |
23 |
medium |
guessing,
dancing, cooperation |
|
Dating
Game |
24 |
medium |
guessing,
characterization |
|
|
|
|
|
|
GROUP LINE GAMES |
|
|
|
|
181 |
24 |
difficult |
word play |
|
World’s
Worst |
24 |
easy |
spontaneity,
quickness |
|
Limerick |
24 |
difficult |
rhyming,
quickness |
|
Radio
Show |
24 |
difficult |
shifting
focus, spontaneity |
|
Conducted
Story |
25 |
medium |
listening,
cooperation, spontaneity |
|
One
Word Story |
25 |
easy |
listening,
cooperation, spontaneity |
|
RULES FOR IMPROV |
25 |
|
|
Warm Ups
Word Association
The actors form a circle,
and starting with a random suggestion go around the circle saying the first
word that comes into their head after hearing the previous word.
Variations: 1. have the actors
skip a link, thinking of one association silently, then associating that word
with another word, which they will say out loud. 2. have some kind of a
ball which the actors throw around the circle, and whoever catches it should
say the first word that comes to mind.
This can also be done with pointing.
3. The actors can sing their
words, or combine them with some kind of motion.
Hints: the actors should
associate the words without thinking, as quickly as possible. Their answers don’t have to be “correct” or
related to the previous word in some intelligible way. The point of the exercise is to reduce
self-censorship and develop automatic response.
Rant
A word or topic is
given. In a line, all actors start
speaking at once, “ranting” about the suggestion. They can say whatever they choose about the topic, as long as
they pretend to feel very, very strongly.
After a while, one actor will step forward, signaling the others to
stop. The actor who stepped forward
continues his rant while the others listen.
When he steps back in line everyone begins again, continuing their old
rants or beginning something new inspired by the speech of the actor. Another actor steps forward, and the process
repeats.
3 line scenes:
A good way to start is
having all of the actors walk around the stage, exploring the space. Whenever two people’s eyes meet, they do a
short scene consisting of three lines.
As soon as a pair starts their scene, everyone else freezes until the
lines are finished. Variations: 1. have all the performers stand in a circle,
and choose two to begin the first scene in the middle. When they are done, they go back in the
circle, each one tagging another actor for the next scene. 2. two lines facing each other, actors do
the three line scenes then move to the back.
Hints: they want to practice giving as much information as possible with
very few words. In three lines they
should convey who they are, where they are, what their relationship is, and
what is happening in the scene. The
lines themselves should be short, no more than 10 or 15 words.
Same as 3 line scenes except
the actors are only allowed one word at a time. It is a good exercise in conveying information with the body and
face rather than with the voice. Actors
should be encouraged to take long pauses between the words to give non-verbal
clues as to what is going on, and also to consider what the most effective word
will be. Variations: 1.
if the performers have trouble making these scenes “slow” enough, you
can give them a rule that they can only say the next word after you clap, which
allows you to control the length of time in between the words. 2.
extend the scenes beyond three words, to 5, 7, or unlimited, but still
having them speak one word each in turn.
A simple game where the
actors stand in a circle and one starts miming a simple action (e.g. brushing
their teeth, flying a kite) and the person to their right asks them what they
are doing. They respond giving any
answer except what it is they are actually doing. The actor who asked the question then starts
miming this new action, the person to the right asks what they are doing and
the process repeats. Variation: to make the game more difficult, get two
letters of the alphabet, and these must be the initials of whatever actions
they choose (e.g. I,J: Ignoring January, Iguana Juggling, Impaling Jaguars).
“yes, and” is the golden
rule of improv: agreeing with what another actor says and then adding to it. The actors should work in pairs. One actor makes a statement or observation,
such as, “this summer is hot” and then their partner says “yes, and…”
elaborating on or modifying the statement, e.g. “yes, and there have been
earthquakes”. Variation: playing the game in a circle or with two
lines. You can also play “yes, but”.
Executive Meeting
Sitting in a circle, the
actors will be developing a kind of ad campaign, or marketing strategy for some
new product. For less advanced
performers, you may need to give them objectives to come up with, such as a
slogan, a jingle, and a celebrity to endorse the product. The main rule of the game is that no matter
what any of the “marketing executives” say, it is responded to as if it were
the best idea in the world. Like in the
“yes, and” game, no matter how stupid the suggestion is (and in this case the
stupider the ideas are the funnier the game will get), it is immediately
accepted and added to.
Straight Face
The object of this game is
to avoid breaking character. The actors
are allowed to say anything they want in the scene, but are not allowed to
smile, laugh, or speak in any tone of voice but one of serious melodrama. The scene is best started with a suggestion
of a dramatic situation, such as two sisters meeting at their father’s grave,
or two lovers proclaiming their feelings for the first time. No matter what happens, the performers must
act as if the scene is incredibly serious, while trying to force the other
actor to break character. You can play
it where as soon as an actor drops his “straight face” they are replaced by
another, and the scene continues.
Variation: have the characters
perform a straight face scene, but speaking in gibberish.
Character Circle
The actors stand in a
circle. One of them goes to the middle
and starts “doing” a character, speaking and moving as an imaginary person (if
you wish you can give them a random word to start speaking about). Another actor comes in and tries to match
the character, speaking and acting in the same way. They can have a short dialogue, and then the original actor
leaves. The new actor stops, becomes
neutral and then assumes a different character, preferably one as unlike the
previous as possible. Another actor
comes in to match that character, and so on.
Variation: an actor enters the
circle, acting neutral. The other
performers start asking him or her questions.
They can be simple at first, such as name, age, where they are from, but
they should quickly become more interesting as a character develops from the
answers the actor gives. Asking the
right questions will help the character form quickly. Once an actor has a well defined character, they can step back in
the circle, and ask questions from then on as their character.
A car is imagined on
stage—it is possible to use chairs for the seats, or simply to stand as if they
were in an automobile. At the
beginning, only one person is in the car.
A “hitchhiker” appears (the car should stay motionless and the
hitchhiker approach it as if the car were getting closer), who has a very
distinct attribute, either an accent, emotion, mannerism, or some other
characteristic. The driver, as soon as
the new actor enters the car, starts behaving the same way, taking on the
attribute of the hitchhiker. They
continue driving, until another hitchhiker appears, with a different attribute,
and this time both of the previous actors take on the new characteristic as the
hitchhiker enters the car. This can
continue for as many hitchhikers as you have, or however much room there is in
the car. Variation: the actors can
decide before hand what characters/emotions/attributes they will have.
Sound and Motion Circle
The performers stand
in a circle. One of them (probably
choose the most outgoing or comfortable member of the troupe) walks through the
circle, making some kind of a short repeatable physical movement, such as
flapping her arms like a bird, and making some kind of nonsense noise, such as
“whoo, whoo, whoo”. Since this is
primarily an exercise to loosen up the performers, the sillier you can convince
the actors to be, the better. The
actor, when she reaches the other side of the circle, will “tag” another
performer, who will go halfway across the circle doing the same sound
and motion. Once the new actor gets to
the middle of the circle she will change the sound and motion into something
new, and the next person she tags will do the same thing, until everyone has
gone. The motions the actors use do not
have to be mimes of anything in particular, as long as they are moving and
making noise in an original way.
Do Wop is more of a concept than an individual game, and the possible
variations are endless. Basically, it
is any kind of improvised loosely structured creation of music. Some of the more musically inclined actors
will probably respond strongly to the game, and others may be more reluctant to
participate, but the game is such that anyone will be able to contribute
something. The best place to start is
with a rhythm, and no matter what happens in the do wop session, as long as it
is in rhythm it will be somewhat successful. Have one or two of the actors
stomp or clap at a steady pace. After
this, the next layer to add is “bass lines”.
These can either have words or simply be sounds, but they should involve
the voice. The thing to stress is that
the bass lines should be short and repeatable musical patterns, a measure or
two at the most—and they should fit together.
The actors should start simply, and then try more complex patterns as
they grow more comfortable. The next
step is to add lyrics. As usual, a word
suggestion can be used to get them started, and then the bass lines can be created
with phrases related to the word. For a
more advanced session, the actors can step forward and take turns singing
solos, or verses of the song, over the bass lines sung by the other actors.
This is a variation of
“do-wop”, with a little more structure to help less advanced actors (or more
timid singers). The actors stand in a
line or circle, and either the director or one of the actors will be the
“conductor”. Each actor, or member of
the symphony will have an emotion assigned to them, such as fear rage, or
ecstasy. A word suggestion is given,
and this will be the topic of a song, with each of the actors singing in the
style of their emotion. Each of the
different parts should really consist of a single short line repeated over and
over, corresponding with the given emotion.
For example, if the suggestion is “shoe” and the actor’s emotion is
“rage” then he/she could shout the line “get your shoes off the table”
repeatedly, hopefully in rhythm with the other parts. Rather than all of the actors singing their parts at once, it is
the job of the conductor to point to them and bring their “instruments” into
the song. As the group becomes more
used to the game, the conductor can also adjust the volumes of the different
parts, organize solos, duets, crescendos, and the actors can improvise more
with their parts and work off of each other.
In order to practice
their skills in miming, the students can stand in a circle facing each other
and create an imaginary ball that they will toss back and forth. All of the actors should be aware of where
the ball is at any given time, and should be careful not to “split” it between
two people or have it disappear in midair because someone wasn’t paying
attention. After they are comfortable
with this exercise, they can experiment changing the weight, size, or even
stickiness of the ball before they pass it to someone else in the circle. Next, the game can be changed so that the
ball doesn’t remain a ball at all, but rather is changed with each actor that
receives it into a new mimed object.
One actor could change it into a Frisbee and toss it to another, who
might change it into a skateboard and ride it to someone else. It is important that the ball is shaped with
the hands in a way that makes it clear what it has become, otherwise the next
actor to have it won’t know what it is that they have. Another addition that makes the exercise fun
is to allow all of the actors in the circle except the one with the ball to
produce “sound effects”, the noises the object makes as it is changed, bounced,
thrown, etc.
A rather silly
exercise, but one that can be useful to gather focus and energy. The troupe gets the suggestion of a word
from the audience, like “spinach”. The
troupe then proceeds to do a “do wop” (see above) but with more chanting than
singing. Rather than doing solos, the
team members step forward and evoke “spinach” in as formal and inflated
language as possible. For example, in a
serious voice, an actor could say, “Oh Spinach, thy leaves are green, and thou
givest great strength to Popeye”. Each
actor gives a similar invocation, and to end the exercise the volume of the
background chanting rises and is cut off abruptly.
A good warm up for
actors who don’t know each other or who are not yet entirely comfortable on
stage. The first performer comes on
stage and does a repeatable motion and an accompanying sound. An example would be bending down and
standing up, and saying, “wooo, wooo, wooo”.
This is the first component of a machine. The next actor comes and does a motion and sound that somehow
“fits” in with the first. The rest of
the actors join one after another, adding parts to the machine, all of which
should be connected in some way. To end
the game you can tell the machine to go faster and faster until it overheats
and explodes.
Have the actors spread
out on stage, and then visualize an object in the space in front of them. The object for each actor should be larger
than a football, but small enough to be movable. After they see the object clearly, they should “touch” their
object, feeling it’s weight and turning it over (if possible) in their hands. The next step is for them to develop some kind of a character or
attitude based on their object. If the
object is an umbrella, they could be a businessman off to work on a rainy
day. If it is a cowboy hat, they could
be at a rodeo. Encourage them to move
around the stage, without speaking, in their new character. After a few minutes, tell the actors to
encounter another character and find some way that the two objects and their
owners can interact. For example, the
businessman could close his umbrella and put the cowboy hat on top of it, and
then treat it as if it were a person.
All this should be done without speaking. They can then move on to another character. When the exercise is over, the actors can
discuss what their objects were, how they influenced their character, and what
the different interactions were.
The actors perform a
scene, but whatever they mention must be spoken about using as many specific
details as possible. For example,
instead of saying, “I’m going to pick up my son from school,” they would say,
“I’m going to pick my son Matt, who’s in the fifth grade, up from Blue Oaks
Grade School in my Honda Civic, because he has baseball practice with Coach
Framps at 4:30.”
Character Mill
This is an exercise
for the creation and development of characters. Wandering around the stage, the actors are told to concentrate on
a certain part of their body, such as their shoulder, chin, or hips, and see
how this affects their walking and their movement. They should experiment with different effects this has on how
they feel and what kind of a character might move this way. Using this as a starting point they can
develop specific mannerisms, a personality, and a way of speaking. Every character they come up with should be
given a name, to use as a touchstone to return to later. Once each actor has a character, you can
move on to other scenes are games using these characters to flesh them out even
further. Variations: instead of using parts of the body, it is
possible to begin with words, emotions, animal pantomimes, names, or
occupations. Hint: try and discourage the actors from doing
impersonations of characters they have seen before, since these will be more
superficial than original creations.
Life Span
The actors lie down on
different areas of the stage. Instruct
them to clear their minds, and push aside for the moment any thought of who or
where they are. Tell them to imagine
they are a one month old infant who is recognizing his or her name being spoken
for the first time. Whatever name they
imagine themselves hearing is the name of their character for the exercise. Next they should imagine being one year old.
They should try and think, as much as possible, like an infant. Continue, slowly, with 2,3, and four years
of age. As they are learning to speak,
they should begin to have some idea what kind of person they are. As more years are counted off, they can
think of important events that happen in their character’s lives, and the
effect this has. They can speak about
them in character. The life continues,
in increments of five years or so, and the way the character moves, thinks, and
acts, should develop as he or she ages.
Eventually the actors can decide how and when the characters “die”, and
drop out of the game. When it is
finished, to avoid leaving your actors depressed, they can run the lives
backwards again so everyone ends with birth.
The actors move around the
stage, and the director calls out different environments for them to imagine
themselves in. For example they could
be in: a minefield, a giant pool of
pudding, a tornado, a classroom, a bullfight, a busy street, etc…
The actors stand by
the sides of the stage leaving a large clear space in the center. Without speaking, one actor enters the area
and in some way establishes an aspect of an imaginary environment. It can be a solid object, such as a chair or
a door, or can be an intangible aspect of the place such as temperature. The actor does the least amount of miming
possible to effectively establish something about the environment then leaves. The next actor comes in and interacts with or
re-expresses the last thing added to the room, and then adds one of their
own. Every performer who follows tries
to express all of the previous aspects of the environment and then add one of
their own.
The principle is the
same for this exercise as for three line scenes, intended to slow down the pace
of the scene and give actors a chance to consider the lines before they are
spoken. The director or an actor not in
the scene watches the movements of the actors, and claps when they think it is
time for one of the characters to speak.
The actors are not allowed to say anything until the next clap occurs,
and the pauses between the lines should be as long as possible, forcing the
actors to fill in the extra time with physical characterization, expressions,
and non-verbal communication.
Performing some kind of an
ordinary scene, the actors are given a rule that they for every line, they have
to “discover” an object in the environment.
The suggestion for the scene can be a non-geographical location. If the location is a kitchen, then the first
actor to speak might go and open a window before saying their line. The second actor could mime a cup of coffee. The first could then offer them sugar. The object for every line they say has to be
different. This slows down the pace of
the scene and also gives them practice with miming.
Same as the previous
two exercises except that the actors in the scene are not allowed to speak
until they are touched somehow by the actor they are on stage with. This forces them to take time in between the
lines, and also to think of excuses to work physical contact into the
scene. The touches should seem natural,
part of what is going on, and not forced.
Before the scene starts, the
two actors decide which will be playing a “high status” character, and which a
“low status” character. High status
characters will be people who are in positions of power, who are respected,
feared, or looked up to, such as a boss, a king, or a mother. Low status characters are the opposite, and
can be ordered, ignored, or insulted with freedom. These characters could be servants, fools, or children. The two actors, after having decided this
will begin a scene which makes as clear as possible their differences in
status. At some point, either halfway
through or at a signal from the director, the actors will try and slowly have
their positions in status become reversed.
For example, a worker abused by his superior could reveal that he has
blackmail material putting the boss at his mercy. By the time the scene is over they should be completely
reversed. Variation: assign two completely opposite emotions to
the actors, such as “love” and “hate” or “excitement” and “boredom”, and the
actors perform the scene and switch emotions by the end.
A very simple physical
exercise, good for focus and building teamwork. The troupe gets into pairs, standing close and facing one
another. The actor who starts gets in
some kind of a position, and his or her partner “mirrors” the position, as if
they were a reflected image. Very
slowly, the original actor starts to move, and their partner tries to mimic
their actions as exactly as possible.
The movements should be fluid, and the expressions of the actors should
also reflect one another. After a
while, the other actor can take the lead and the original can follow. To make the exercise more challenging, the
actors can try and switch of leading one another without speaking, but with
enough fluidity that an observer wouldn’t be able to tell who the leader is or
when they switch.
Contact Improv
A very versatile exercise,
easily incorporated into other games and shows where a visual effect is called
for. If possible, music usually adds a
lot to exercises in contact improv.
The easiest way to begin is in pairs like the mirror exercise, but when
the first actor takes a position, instead of the second actor mirroring the
position he or she will take a position around the first, filling the
negative space created by the first position.
There is no wall separating the two actors, and the actors should try
and stay close without actually touching.
At first, rather than fluid movements you should have them go from one
frozen pose to another, taking turns changing positions around the other. The poses can imply some kind of a scene or
relationship, but this isn’t a necessity.
Next, have two pairs work this exercise with each other, two actors
changing position at a time. Experiment
with variations, such as all of the actors on stage in positions together, each
with a number, and call out the numbers of the actors you want to switch
positions. Also, the same exercise can
be done with continuous movements, rather than fixed poses, but the actors
should move very slowly for this to be effective. You will discover that when done correctly this exercise begins
to resemble dancing. Variation: rather than all of the actors staying in
isolated space, tell them that at all times they have to be in contact with at
least one other actor, which will cause interesting problems of supporting one
another’s weight. The positions should
interesting, involving the entire body, rather than just hands and feet.
Before the scene
begins, the two actors are told individually, without the other hearing, one
thing they will try and get the opposite actor to do in the course of the
scene. For example, one actor can be
told that she should try and get the other character to touch her left ear. The game consists of both actors trying to
think of ways to get the other to do the assigned thing, without coming out and
saying what it is. When the game is
over, the actors can try and guess what each other’s “secret motives” were.
This exercise also
works well as a game, and in fact has been used as the basis for entire
improvised plays. Rather than getting
the suggestion for the scene before it starts, the ideas will be developed with
the help of the audience while the scene is progressing. At any time after the scene has started, a
team member not involved in the scene can shout “freeze” and then ask one of
the characters a question, such as “who are you” “how do you feel about this
person you are with” or “what did you have for lunch”. The actor answers the question in character,
and when the scene begins again they should use the information somehow in
developing the scene. Variation: instead of asking questions, the audience
can simply tell the actors things about themselves or about the situation, like
“you just robbed a bank, and are nervous the police will show up”. The actors watching the scene should be
careful to let those in the scene work with the information given, and not
interrupt to soon or to often with another suggestion.
The actors will be
constructing a Tableau, or photograph, based off of a suggested title. One by one, the performers will enter the
stage space and form elements of the frozen scene. These need not be actual characters, but could include also
furniture, animals, or other inanimate objects. By the time it is completed, the tableau should tell imply some
kind of a story. This is an excellent
exercise to teach, or review, principles of staging, such as facing the
audience, not blocking lines of sight, and forming visual levels on the stage.
This is an exercise in
pairs. One actor will be on the inside
of an imaginary door, and the other will be on the outside. The one who is outside wants to get in, and
the one who is inside doesn’t wants to keep the other out. When the exercise starts the outside
character will come to the door with some kind of reason why they should be let
in (they came to check a gas leak, or they are an old friend visiting) and the
inside character will think of reasons why they should not be let in (they have
a wood stove, or the friend was responsible for their husband’s death). They then go back and forth trying to outdo
one another coming up with ingenious reasons why the outside character should
or should not be let in. It is
important that although they are arguing, neither character denies something
the other said. For example, if a
character says, “I’m Santa Claus, let me in,” the other character shouldn’t
say, “no, you aren’t Santa Claus,” but rather something like, “I’m Jewish.” A “yes, but” answer is always more
interesting than a simple denial.
The actors start with a
word, and then one of them steps forward and delivers a monologue as a
character, who is related somehow to the word.
They are not acting out a scene, but only speaking as the character
would. When the first performer steps
back, another comes forward as a different character, but one related somehow
to the first. They could be another
family member, the character’s psychiatrist, a person they saw on the street,
etc. The next actor gives a monologue
as another character related to one of the previous two, and the game
continues, building up a web of related characters and some kind of a story
connecting them. If an actor delivers a
second monologue, it should be as the same character they were before. A good way to end the game is when the first
character returns and finishes by tying everything together.
play: One of the actors will be “writing” the
script for a play while the other performers will be acting it out as it is
written. The playwright will mime
typing (it is a fun addition to have one of the actors play the typewriter,
kneeling in front of the typist and making click-clack noised while the typist
types on his head) and provide everything in the script except for the dialogue
of the characters. When he gets to a
line spoken by a character, he says the characters name, and then he (or the
“typewriter” at a signal of a light tap on the side of the head) goes “ding”
which is the cue for the actor to speak.
He gives this cue every time a character will speak and the actors
cannot speak unless this cue is given.
To start the game, you can get the suggestion of a genre, or an
imaginary title. The typist then says
(as if he is reading out loud while he is writing) the title, and then the
scene. When he mentions a character, or
says that someone enters the scene, one of the actors will go on stage as that
character. Usually a play of three
short scenes is the ideal length. If desired,
a new suggestion of genre can be given for each scene.
novel: This is performed essentially the same way
as the play, but the writer will not give cues before every line of the
characters. Instead, he will type
entire paragraphs of narration, describing situations, events, or background,
while the characters act out the story silently. Then, the typist stops and the actors improvise a scene beginning
where the writer left off. The typist
and the actors can switch back and forth in this way until the story is over.
The classic game. A scene begins, with the two actors using
as many gestures and physical movements as possible. At one point, after the scene has gone on for a couple of minutes,
one of the actors watching yells “freeze” and the actors stop in the exact
position they were in when the freeze was called. The new actor comes in and “tags” one of the actors, who leaves
the scene. The new actor assumes the
exact position the previous actor was in, and then a new scene begins, entirely
different from the one before, with new characters and a new situation, but
somehow “justifying” the positions that they started from. This continues with new actors yelling
freeze and beginning new scenes from the frozen positions. Variation:
to start the game, have an audience member come on stage and arrange two
actors like mannequins in any position they want, which the actors must justify
when the game begins.
Newscaster (headlines)
Usually this game
involves about 7 actors: two anchor
people, an on-the-scene reporter, two witnesses, an “expert”, and someone to
interview the expert—but it can be changed to accommodate just about any number
of performers. The actors will be
delivering a news broadcast on a suggested, and usually ridiculous, topic. It is a good idea to ask the audience for a
newsworthy event, and then try and get a detail from them to make the story
more interesting. For instance, if the
suggestion is “flood”, ask what it is a flood of, and they might say “jello” or
“molten lava”. There is usually one
anchorperson who will control the game, introducing the next interview, and
when the others have finished their bit they say something like, “and now back
to Ted in the studio”. The introduction
by the anchors and the interview with the expert take place in the studio, but
the on-the-scene reported interviews the witnesses in some kind of environment
close to the story. The general idea of
this game, and possible variations, should be fairly self-explanatory.
Ask an actor (for a
show it is best to ask a member of the audience) for some events that happened
to them that day. They may have to be
prodded, or helped by being given specific questions, such as: did anything happen
on your way here, did you have any unusual conversations. Try and get at least three distinct things
that occurred, involving somehow at least four characters. Then have actors act out the “day”, using
making a short scene out of each event.
The first time through the scenes should be fairly normal, but for the
second time get a suggestion of a movie or book genre, such as “Science
Fiction” or “Horror” and then have them act out the scenes again, this time
adapting it to the given genre.
This game involves two
actors who will be critics reviewing a motion picture, and any number of actors
who will be performing scenes from the movie.
The stage is divided in two areas, the chairs where the critics are
sitting and the “screen” where the scenes will be projected. Rather than doing an actual movie, the
audience should give the suggestion of an imaginary movie, and possibly a genre
to which the movie belongs, such as “Hamster Trouble”: a romantic comedy. If desired you can also get suggestions of
famous Hollywood actors who will star in the movie. The critics introduce their movie, one of them perhaps arguing
that it is a cinematic masterpiece and the other one thinking it is
garbage. They should talk about
specific scenes in the movie, giving a general idea but not describing them too
clearly, and then say “let’s see the clip” and turn to the other part of the
stage—this is the clue for the actors to start performing a short scene from
the imaginary movie. When the two
critics start talking about the other actors should freeze, and then leave the
stage area, until the critics introduce the next clip. Usually three is a good number of clips for
the game, but if it is going well the performers might want to add more. It can be amusing for the critics to compare
this movie to other films that actually exists, or to try and explain why the
think it is the best movie of all time.
A rather difficult
game, but very rewarding when mastered.
The idea is to link a real historical event and an actual modern
invention through a series of imaginary and ridiculous steps. The event and invention are given by the
audience. The most difficult role of
the game is probably that of the “narrator” who gives an introduction and will
provide some connections between each scene.
He or she must be careful to also let the actors work in their own ideas
and take the game in new directions—in other words, they need to work
together. The first scene of the game
is the real historical event. After
running quickly through the event, the scene should give a hint as to what a
possible effect could be. The narrator
comes out and summarizes what happened and leads into the next scene. The next scene shows the result of the
previous event, and in turn hints at a result of this event. The game continues in this way until, by a
series of causal links, the invention is finally arrived at. Obviously, the actors need not stick with
actual history, and the connections made should be amusing rather than
plausible. After the last scene has
been performed (ending with the invention), the narrator can give an
“overview”, with the actors pantomiming all of the scenes at high speed. The challenge of this game is not to arrive
at the invention too quickly or too directly.
The actors don’t need to “know where things are going” until the last
couple of scenes.
A simple game where
two of the actors pretend to be showing a slide presentation of a trip they
have taken. Like other games, the stage
is divided into their space and the space of the actor who will make up the
frozen images of the slides, like miniature “tableaus” discussed before. The two presenters introduce their vacation
(the location is suggested by the audience) and then say “click” as they mime
operating a slide projector, or remote control. This is the clue for 2, 3, or 4 actors to get into some kind of a
position, the more bizarre the better.
It is important that they get into position as quickly as possible, and
once they are there that they do not move at all, just as a real “slide” would
not change. The two presenters then try
and explain what was going on in the picture (the more difficult the
explanation, and the more creative the presenters are, the more the audience
will enjoy it). When they are finished
talking about one slide, they say “click” and move on to the next, the actors
(you can either use the same actors for every slide or have two different teams
take turns) quickly moving into a new tableau.
Another quite versatile
game, with much in common with “Freeze and Justify”. In this game, however, the emphasis is on relating different
scenes to each other and creating relationships between characters. Nothing more than a one word suggestion is
needed to begin, and then two actors start an ordinary scene. When the scene reaches a natural break, an
actor will yell “freeze” and come to take the place of one of the actors. Unlike “Freeze and Justify”, the physical
position of the characters is not important, and their bodies can become
neutral in between the scenes. Also
different, is that the actor who remains in the scene will play the same
character that they were before,
but in a different location and time.
The new actor, however, plays a character that hasn’t been seen before,
but who is related somehow to the action previously established. For example, if the first scene is of a
mother giving her son a piece of candy, the next actor can yell “freeze”,
replace the mother, and start a new scene as a dentist fixing the child’s tooth
in his office. The next scene then
could be this dentist talking to another dentist on a coffee break, and so
on. The characters from previous scenes
can return, and the idea is to form an interrelated web of characters and situations. Usually the game ends when the first two
characters are in a scene together again, and bring some closure to the action.
The stage is divided
up into three areas, each with a pair of actors, usually seated. The focus of this game is conversation
rather than action or movement. For
less advanced groups, there can be a leader who will call out the number of the
group to switch between one conversation and another, but ideally the pairs
should be able to “edit” each other, that is, to interrupt the other groups and
take the focus of the scene. As if they
were at a cocktail party, the three pairs (or groups, if you want to involve
more people in the game) begin having conversations. Word suggestions can be given to the groups before hand to give
them topics, or they can simply start talking about whatever comes to
mind. The conversations, though, should
be as different as possible. In
the beginning at least, they should have nothing to do with each other. The point of the game, and what makes it
interesting to watch, is that the conversations gradually start to incorporate
elements from the other pairs, or to cross-germinate. Words from one group can start appearing in
the others, or general themes will emerge that are the same, ideas or even
characters will start to jump from one conversation to another. This illustrates a fundamental principle of
improv scenes, that the more different things are to begin with, the more
interesting it is to watch them come together.
The difficult part of this game is to make the connections between the
scenes without forcing them, or making them seem unnatural. What the actors will find is that if they
simply listen to the other conversations, the connections and similarities will
begin to happen naturally without their making any kind of an effort.
The difference between
“Cocktail Scenes” and “Cocktail Party” is simply that the pairs of actors will
be doing things rather than talking about them. Both of the games share the same principle
of gradually bringing different topics and ideas together in unexpected
ways. There is more for the actors to
think about in this game, however, because they have to deal with environment,
action, miming, and staging. In this
and other games, it is important to make sure that the actors do things,
rather than talking about things that were done or things that they will
do. The action on stage switches
between three scenes, and the two pairs who are not acting should be “frozen”
and listening carefully to what is going on, so they can incorporate ideas from
the other groups into their own scenes.
This kind of improvisation can produce the most stunning effects for the
audience, because it will seem like the actors had to have been “planning” the
scenes from the beginning, to make them fit together. An alternate way of starting these scenes is to get from the
audience three different types of relationships between people, for example:
doctor-patient, grandmother-granddaughter,
boss-employee, and start the scenes with these relationships.
Having divided the
stage up into three areas, like with “Cocktail Party” and “Cocktail Scenes”,
the pairs of actors begin switching between their scenes, just as before. The difference is that the first line
of every new scene has to be identical to the last line of the scene
before. The line, of course, should be
used in a completely different way. If
a husband and wife are fighting in one scene, and the wife says, “that’s it!”,
then the next group can do a scene as treasure hunters looking for a rare
artifact, and the first line of the scene is “that’s it!” pointing at the
floor. The scenes in this game can come
together like they do in the “Cocktail” games, or the lines can be used each
time as points of departure for something completely new. Variation:
rather than having three pairs perform these scenes, set the game up
like “Freeze and Justify” and the whole troupe may be involved.
A fun game trying to reproduce
the style of a comic book. The story
can have as many characters as you wish, but for every character there needs to
be an actor for the body, and another for the voice. Usually the characters are: Superhero, sidekick, Villain, evil
sidekick, and victim, with two actors for each. An off-stage microphone works great with this game, but if not,
the voices can simply come from the side of the stage. The suggestion from the audience could be
something like an ordinary object, like “egg-beater” and this can determine the
super-hero: i.e. “egg-beater man”—another object can be given for the
villain. More suggestions can be given
if needed. The body-actors should be
paired with the voice-actors before the game starts to avoid confusion. In addition there should be one “narrator”
who provides the story apart from dialogue.
The game begins by one or more actors getting in a tableau, or frozen
position. The character’s mouths will
either be open or closed. If their
mouth is open, then the voice-actor for that character should provide a line of
dialogue for that character from off stage.
If their mouth is closed, they won’t say anything in that panel. The narrator can speak whenever it is called
for. The panels should go by fairly
quickly, and as a troupe you can decide beforehand a general layout of the
story (start with the super-hero and his sidekick for a few panels, then cut to
the villain, then go to the victim’s house, then the villain’s hideout and his
confrontation with the hero…) This game
needs to be practiced in order to avoid confusion and speaking out of turn, and
so the actors can work up to a good pace and level of cooperation.
This is one way to set
up what is called a “split scene”. The
stage is divided into two parts, usually with two chairs on each. These represent two different tables at some
kind of a restaurant. Aside from the
four diners, there is also a waiter, who moves between the tables taking
orders, filling glasses etc. The rule
is that when the waiter is on their side, the actors can speak, and when he is
on the other side they must mime speaking or remain frozen. The game can be treated otherwise just as
“Cocktail Party” with only two pairs.
Variation: get suggestions of
two different kinds of restaurants, such as a fast food joint and a high class
hotel bar, and the two sides of stage represent the two environments, with the
waiter changing as he moves between them.
If you want 6 actors in the game, you can also add an owner of the
restaurant, or another diner.
4 person
Also known as
“Subtitles”. Start with the suggestion
of a title for an imaginary movie. A
suggestion of a movie genre can also be taken from the audience. Two performers will be the “actors” in the
scene, and they will be paired with the other two performers who will
“translate” what they say into English.
An amusing way for them to do this is to run across the stage, bent
over, as if they are subtitles running across a movie screen. After the title of the movie is repeated,
one of the actors will speak, but speak in gibberish (if they know a foreign
language, they can use it, but the translation their partner gives should not
be the correct one). The translator
will give the line in English, and then the next actor will deliver a
line. It is important to have them go
by turns, or the game will get confusing and lines will be lost. The more interesting the gestures and facial
expressions of the actors are who are speaking gibberish, the more amusing it
will be to have the lines “translated” in an unexpected way.
This game is similar to
“Foreign Film”, except that instead of the other performers translating their
language after they speak, in this game the actors only mime speaking, and the
off-stage actors provide the dialogue at the same time, as if they were voices
dubbed over the original. A microphone
is especially helpful in this game, but not necessary. Variation:
a high-tech version of this game involves actually bringing a television
on stage, turning it on mute, and having the actors provide the voices of the
characters.
This is a game similar
to “Foreign Film”, but all of the actors will be speaking English (or
Romanian). Two actors are on stage, and
are paired with two more actors standing nearby. One actor says the first line of the scene, and then their
partner, or “conscience” says what it is they really mean by the line, or what
they are thinking as they say it. Then
the other actor speaks, and the other conscience. This is a good game for
portraying strained and polite conversation with a lot of buried insults.
The two principle
actors in this game can speak as freely and in whatever order they want, but
they are unable to move any part of their body. All of their actions have to come from two “movers”, who will be
adjusting their arms, legs, and heads during the scene. The movers try and respond to what the
actors or saying, and the actors can speak in relation to the positions they
find their bodies moved into.
Variation: Supermover: same principle, but a superhero enters a
scene (carried on stage) and rescues citizens from some kind of a villain. None of the characters can move
themselves. The suggestion of an
everyday object can be used to determine the superhero’s powers.
This can be used
either as a performance game or as an exercise to practice “yes-and” or
enthusiasm skills. Have the audience
give the performers a boring, mundane, household chore or task, such as
brushing one’s teeth or cleaning the toilet.
One actor will then mime doing this action, but turning it into a kind
of sports event. She or he doesn’t
speak: the commentary is provided by
three other actors who are playing the roles of sports commentators. Their job is to make the event exciting,
interesting, to provide intelligent commentary just as a real sports announcer
would.
The main difficulty
with this game is that you have to get objects from somewhere that the actors
haven’t seen before. Sometimes is will
work to ask the audience for objects they have with them, or for some of the
actors to prepare objects beforehand.
The way it is played is by two pairs of actors taking turns imagining
what the object could be, and showing the audience through quick visual
gags. A cooking pot, for example, could
be a helmet from a suit of armor, a satellite dish, a land mine, etc. Variation:
rather than working in pairs, this can be done as a group line game,
with anyone who thinks of a gag coming forward.
The only rule for this
game is that at any given time one of the three actors involved in the scene
must be standing, another sitting, and another lying on the stage. The challenge is in finding feasible reasons
for why the three characters are continually standing up, sitting, and lying
down. It is a game to practice
justification of movement. In addition,
it is also very fun to watch.
Variation: for those who don’t
like the idea of lying down on stage, there is also the very popular
“sit-lean-stand” or “kneel-sit-stand”.
This game can actually
involve many more than three performers, but because it is rather tricky to get
the hang of, it is advisable to start with three and add actors as needed. Aside from the two or more actors involved
in the scenes, there is one who will announce the changes of time, and, if they
wish, place. Although the game is
called “Flash-back”, it also involves flash-forwards, movements both forward
and backwards in time. The actors and
the narrator must work together to control the scenes. The first scene should imply something that
came before, or will follow after, and then the narrator simply says the new
time, such as “ten years later” or “on week before” and a new scene begins. There is no limit on how far into the future
or into the past the actors can go. A
fun gag is to say, “100 years later”, and have both characters lie down in
their graves.
With an imaginary
remote control, one actor will be controlling a scene involving two
others. The actors in the scene will
need to make slow and definite movements, say lines clearly, and pay close
attention. At any time the controller
can say “pause”, causing the actors to stop, or “reverse”, and the actors will
start performing the scene backwards from the point where it was stopped. The controller can also choose to have them
move in slow motion or fast forward.
Another game where
concentration and memory is important.
Get a suggestion for a scene—because this game works best with a lot of
movement, it might be a good idea to ask for some kind of a physical task, like
fixing a flat tire. Someone in the
troupe should have some kind of a stopwatch, and should tell the audience the
first scene will be three minutes long.
The actors then perform a scene for three minutes. Next, they will perform the same scene in
one minute and a half, with one member of the troupe timing them and telling
them when to stop. Every time the scene
is shortened some lines and actions will be lost, but the actors should try and
retain as much as possible. Next the
scene is performed in 45 seconds, then 30, then 15, then 7.
This can be a very
interesting game when done well. Two
actors begin a scene, and a third waits with a bell he can ring, or some noise
he can make. At a certain point in the
scene there should be a critical moment where some kind of decision must be
made or something important has to be said, and just before this happens the
third actor rings the bell. The scene
continues normally. When it is over,
the scene begins again, but this time at the point when the bell rings a
different decision is made, the characters doing or speaking something other
than what they did before. The rest of
the scene diverges from the first according to this choice. The scene can be repeated as many times as
they wish.
To play this game the stage
area needs to be divided into three or more “zones”, with each zone
corresponding to an emotion suggested by the audience. If masking tape is available you can
actually mark out the areas on the stage, or the actors can just remember where
they are. A chair can easily be used as one of the zones, and right and left of
the chair can be the other two. Three
actors perform a scene (off a word suggestion from the audience, and at all
times during the scene their emotion is determined by where they are on
stage. If they move from one area to
another, then their emotion has to shift accordingly. Like many other games, the important thing is not just to make
these changes but to find ways to justify the changes in the context of
the scene.
The actors play the
three heads of a famous psychiatrist brought in to answer all of the questions
of the audience. The answers are given
by the actors saying one word each, taking turns and trying to form
sentences. This takes practice, but the performers should try and
get to the point where they can speak close to a normal speed, and have what
they say make sense, at least grammatically.
Self explanatory. Like “Three-headed Psychiatrist”, but with
the actors singing one word each of a song from a made up Broadway
musical. You can get the name of the
song from the audience.
This is a fun game,
but requires a small amount of preparation beforehand. If you are performing this for a show, then
while the audience is being seated you can have a member of the troupe
circulate through the audience and have them write on pieces of paper short
lines. These can be famous lines from
movies, or song lyrics, or just lines that are made up on the spot. Whoever collects the lines should check them
for legibility and profanity. Put the
lines you have collected into a hat. When it comes time to perform the game,
place the hat in the center of the stage, and have one of the actors choose one
of the pieces of paper. This will be
the first line of the scene. The scene
continues for a while, and then another actor, at an appropriate point, reaches
into the hat and takes out another line and reads it immediately. The best way to handle the lines is by
finding ways to lead up to them, such as, “and there was one piece of advice my
mother always gave me, which was [and then draw the line from the hat and read
it]”. The humor comes from when the
lines are unexpectedly apt, or when the actors do an especially good job of
justifying them. This game can involve
as many actors as you wish, but three seems to be a number that works well.
First Line/Last Line
Also known as
“skit sandwich”. Suggestions are given
by the audience of a first line and a last line of a scene. The lines should not be mundane, such as,
“Hi, how are you?” and “see you later”, because this would be too easy. Try and get lines from the audience like
“the frog looks healthy” and “well, I guess that’s the end of the world”. Two actors then perform a scene using these
lines as the opening and closing lines of dialogue.
And advanced game, but a
good exercise to practice concentration.
Begins usually with just one word suggestion from the audience. The two actors begin a scene, but before it is
finished move on to another one (another actor can call out the numbers of
scenes to change them if this is preferred, or the actors can self-edit). Before the second scene is finished they
move on to the third, and so on. When
they reach the fifth scene, they go back through the scenes in descending order
and conclude them. This is an
impressive game if the actor are good at creating very distinct characters and
switching between them rapidly.
A nice and simple game,
where the audience suggests a non-geographical location (in what?), who
or what is there (with what, or with whom?), and what they are
doing (while doing what?) The actors then perform a short scene using
these suggestions.
.
Music can be a great
help in creating and performing scenes.
One way to incorporate music into a show is have a collection of CDs,
numbered, and also numbered tracks that are appropriate. Usually music works best that doesn’t have
any words, and it is advisable to have a wide variety of styles.
A game similar to
“Dubbing”. A suggestion for a scene is
given, but the one actor who performs it will not speak, acting the whole scene
in pantomime. Another actor is
offstage, preferably with a microphone, and provides sound effects for the scene. There is no dialogue. The sound effect actor does not need to be
constricted just to what the on stage actor does, but can throw in unusual
sounds, like babies crying or gunshots, that the on stage actor must respond
to.
This is a game for two
actors, who will get from the audience a suggestion of a non-geographical
location, and a letter of the alphabet.
The rule for the scene is that every line they say has to begin with the
next consecutive letter of the alphabet.
If the audience suggests the letter “J”, and the non-geographical
location is a zoo, then the first actor could start by saying, “Jaguars
are loose, you’d better run!” and the
next could respond, “Kill them, then,” and then the first could say, “Look,
it’s not that easy,” and so on.
Usually, the game ends when the actors work their way through the
alphabet back to the original letter.
Variation: force the actors to
go quickly, and if they make a mistake or hesitate, have another take their
place and continue where they left off.
The performers can see who can stay in the longest.
Like “Alphabet Scene”,
but in this game the rule is that everything the actors say must be a
question. This actually goes directly
against one of the basic principles of improve which is to never ask questions. The game can in fact be inverted to only
allow statements.
Limited Words
One of the actors in this
game is only allowed to say one-word sentences, and another is only allowed
sentences with three words, and the last sentences with five words. They get a suggestion of a non-geographical
location, and then perform a scene with these restrictions.
2 Person List
Games
Before the game begins, the
audience gives suggestions of several different emotions. If a blackboard or dry erase board is
available the list can be written there, otherwise they can be recorded on a
piece of paper. After the scene begins,
one of the performers not in the scene calls out an emotion on the list, and
the two actors begin acting with the emotion. When the next emotion is called they switch to it, and this
continues until the list is done or the scene is over.
Famous Pairs
This game works the same way as “Different Emotions” except instead of
a list of emotions the audience gives a list of famous pairs, from television,
movies, literature, or politics.
Different Words
Again, the principle is the
same as the other list games, but this time the list is simply that of
different words. As the scene
progresses the actors must incorporate the different words somehow into the
scene when they are called out.
Genre Switch
The list of suggestions this
time is of different television, movie, or book genres, which change the scene
as they are called.
A slightly more
complicated version of a list game.
There are two “positions” in this game that the actors will rotate
through. The first is simply a
“helping” position, where they will support the other actor in whatever kind of
scene he initiates. The second position
will be a character that combines elements from two different professions on
the list. One profession will have been
his old job, and one is his new job.
The humor of the scenes comes from qualities or habits of his old job
manifesting in his new job. For instance,
if his new job is a dentist, and he used to be a fisherman, then he could play
a scene holding his patients mouth open with fishhooks while he operates. When the scene changes, the “helper” now
becomes the man or woman with the job, and the actor who rotates out chooses a
new occupation from the list. The new
occupation is the “new job” and the occupation from the last scene is now the
“old job”. The occupations can be
chosen from the list in any order.
This game is set up
exactly like “Old Job/New Job”, except for the following differences: the two “positions” are equal, and instead
of combining elements of different jobs, the actors will be combining elements
from different movies, books, and television shows. You should get a fairly substantial list before the game begins,
including examples from all the different media, and these will be combined and
rotated through as the game progresses.
For instance, the actors might be combining “Moby Dick” with “Charlie’s
Angels”. It is a good idea to have the
next media announced before the new actor chooses to come in, so they can
perform with suggestions they are more familiar with.
The actors in this
game will be pretending they are at a rehearsal for a famous scene from a play
or a movie, which will be suggested by the audience. This will be a creative interpretation of the scene, though, and
will be quite unlike the original. The
audience should give the troupe 6 suggestions of words before the game
starts. It works best to get two nouns,
two adjectives, and two verbs. One
“director”, and three or so “actors” in the scene as if they are at a
rehearsal, getting ready to run through the scene for the first time. The director explain what the scene will be,
and then they perform it the first time fairly straight. The director is very dissatisfied with them,
and gives them two suggestions to improve the scene. The suggestions will be determined by two of the words given by
the audience. For example, if one of
the words was “duck” and the scene was the airplane scene from Casablanca, the
director could tell them that instead of getting on an airplane, they were
getting onto a giant duck. They run
through the scene three more times, adding two of the suggestions each time,
until at the end the director is finally satisfied. The actors rather than going from two suggestions to the next
two, should add the suggestions each time to the ones they already have, so by
the end the scene is quite chaotic.
Also known as
“Entrances/Exits”. As many actors as
you would like can play this game, but the more actors there are the more
difficult it will be. For each
performer that will be involved, the audience needs to give them a particular
word. A good idea if you have the
materials is to have each actor write their word on a piece of paper and hang
it around their necks. This word
becomes their “cue”. If they are off
stage and they hear this word, then they enter the scene. If they are on stage and someone says this word,
they have to exit. The scene starts
with two people, and as soon as one of the cues is given whoever has been given
that word as a cue steps on stage.
Actors will exit and enter whenever their word is called. Like in most games, the trick is to try and justify,
to give reasons, however nonsensical, for the comings and goings.
Stop Action Games involve the “stop action” method of getting
suggestions from the audience. This
entails starting a scene, and at various points stopping the action to have the
audience shout out a word that is needed.
Usually this is done by the actors leading up to a word of a sentence,
and then repeating the phrase with the word missing, looking meaningfully at
the audience, until eventually someone shouts out a suggestion. For example an actor could say, “And I met
an old man whose name was…whose name was…” and someone in the audience would
shout out, “Santa Claus!” and the scene
would continue with this suggestion.
The actor should always repeat the sentence with the new word or words
included to be clear what suggestion she is using.
The details of this
scene can vary, but somehow two or more people are talking about someone who is
not on stage. It could be a family
sitting on their porch, talking about a son who went off three years ago to
find work, or friends waiting for someone to show up to their surprise birthday
party. The idea is that by talking
about the missing person they get interesting information about him or her using
stop action input. For example: “No,
Johnny never was the same after the accident with the…with the… [audience
shouts ‘microwave!’]” They can get the
missing persons occupation, personality, nickname, or anything else to define
him or her. After enough is known about
them to make for an interesting scene, the missing person comes on stage,
showing all of the characteristics that had been discussed.
One of the more
challenging games, but very impressive when done well. Two detectives are entering a crime
scene. Throughout the “investigation”
they will rely on “stop action inputs” from the audience. Exactly what the inputs the actors ask for
can vary, but the following are some that have worked well in the past: 1) the detectives walk into the space and
say something like “Now I’ve seen everything.
Who could have thought a crime like this could happen in a …” with the
audience providing the location. 2) after a time, one of the detectives smells
something, saying, “why, that smells like …” and the audience gives the
suggestion of what the smell could be.
3) the detectives find the body,
and say, “here’s the victim. I
recognize that face, it’s …” and the audience shouts out who it is. 4) using the same technique, they find out how
she or he was murdered. 5) usually the detectives find one more clue to make it interesting. They can simply point somewhere on stage and
say, “look, it’s a …” To make this
scene more interesting, after each new piece of evidence, the detectives can
come up with a theory to explain what happened. This theories should not be logical, but should be far-fetched
and in no way anything that could actually have happened. If more information is needed, a witness can
also be brought in, but the actors should be careful not to have the witness
say too much, or to report things as they “really” happened. The audience finds out what really happened
in the next scene, which goes back in time to before the crime took place. The victim starts out alive, but by the end
of the scene has to get murdered in such a way that accounts for every
piece of evidence the detectives found.
Again, the fun of the game is in the actors thinking of a way the murder
could have happened that explains the clues, but is nothing like what the
audience expects.
This is a good
nerve-racking game for rehearsal or performance. Two actors begin a normal scene off of a word or
non-geographical location suggestion from the audience. Whenever one of the actors watching thinks
that one of the performers could have said something more interesting, they
yell “Stop! Should have said!” and the
performer goes back and says the last line over differently. If the person who yelled still isn’t
satisfied they can say “should have said” again and get a different line. This happens as frequently as is wished for,
but in order for the game not to get boring the “should have saids” shouldn’t
occur too frequently, and the actors should try and redo the line as quickly as
they can to avoid delay.
The success of this game might really depend on a cultural reference
not readily available to Romanians: a series of books for young adults called
“Choose Your Own Adventure” books. They
consisted of a story where at critical points “you”, the reader and also the
main character of the book, were given a choice as to what action you wanted to
take, and you would turn to different pages and follow the story that followed
from your decision. The improv game
“Choose Your Own Adventure” works the same way. The actors begin a normal scene, and at a certain point one of
the off stage actors will yell “freeze!” and step in front of the scene. They will give the audience two or three
options, such as “If you (the main character in the scene) want to take the
plane ticket and go to France, turn to page 211. If you want to call the police, turn to page 73. If you want to play with your Yoyo and ignore
the man in the overcoat, turn to page 103.”
The audience then shouts out the page number they want (majority rules),
and the scene continues on those lines.
There can, and probably should be, a time jump and scene change to make
the scenes more interesting. For
instance, if the character takes the ticket, don’t start the next scene exactly
where they left off, taking the ticket, but start the next scene on the
airplane, or at the Eiffel Tower.
Endowment games involve some of the actors in a game knowing a
suggestion or suggestions of the audience, and trying in some way to give the
information to other actors who didn’t hear what the suggestions were.
.
Police Confession
One actor will be
playing the criminal, and leaves the room before the suggestions are
given. The audience then gives the
troupe three suggestions involving a crime:
a person who was killed (usually a celebrity of some sort), why they
were killed, and how. Two actors will
be playing policemen interrogating the criminal. The criminal, before the end of the scene, has to figure out what
his crime was, by listening to the clues of the other actors, and confess to
it. He will make guesses by confessing
to “false” crimes, which the policemen of course will not believe.
While the actor who will be
playing the superhero is out of the room, get from the audience where the
superhero’s hideout is, what his superpower is, and the one thing he is
susceptible to (like Kryptonite for Superman).
When he returns and the scene starts an evil villain must help him to
guess these three things while acting out some kind of a scene (like a battle
to the death in the hero’s hideout).
The superhero must say the Endowments out loud to move on.
Inconvenience Store
For this game, one performer
leaves the room, and suggestions are given for three different objects. To keep the game from being too easy, ask
one question about the object to make it more interesting. For example, if on of the objects is a land
mower, ask “a land mower powered by what?” and then it could turn out to
be a lawnmower powered by tomato soup.
The actor who didn’t hear the suggestions will be playing the owner of a
store, or alternatively of a lost and found center. Customers come in, one per each item, and have to get the owner
to give them the object they need without speaking, or by only speaking
gibberish. One the owner guesses the
item, and it’s special quality, then the customer takes the object and leaves,
and the next actor enters.
Group Endowments
Home Shopping Network
The actors are divided into
two teams, with three performers per team.
One of these for each team will be an announcer, and they must leave
while the suggestions are given. Just
like in “Inconvenience Store” objects are suggested, and something unusual is
learned about them, what they are made of, what they are powered by, etc. Usually three objects are enough. The announcers return and take up positions
on either side of the stage, with their team mates beside, and slightly behind
them. The idea is that they are trying
to sell these objects on television, and they must speak constantly, making
their sales pitch. The two teams take
turns, the actors trying to mime out the object so the announcer understands,
and the announcer “selling” the object
while trying to figure out what it is.
Each turn should last about thirty seconds. When one of the announcers guesses what the item is, they move on
to the next one. Variation: patients
come into a psychiatrist’s office and the psychiatrist guesses, through hints
and clues, what their problem is.
While one actor is out
of the room, each performer is assigned a famous celebrity or character. These can be from politics, movies,
television, literature, or anything else, as long as they are well known. When the game begins, the actor who was
outside begins to mime hosting a party, and waiting for the guests to
arrive. They do, one by one, entering
as the characters they were assigned, trying to let the host or hostess know
who they are without coming out and saying it or being too direct. Another guest can arrive before the last one
has been identified, but generally no more than three characters should be on
the stage at one time or it gets too cluttered. Sometime one character can say or do something to help identify
another. If the situation gets
desperate, an off-stage actor can give the room a “phone call”, making a
telephone ringing sound, and the host or hostess will pick up an imaginary
phone and listen to whatever kind of hint they can give. Once a character is identified he or she
makes their excuses and leaves.
Historical Dance O’ Rama
The music for this
scene can either come from a CD/Tape player or a radio, or more interestingly
can be provided by the actors themselves, in the “Do-Wop” fashion described
above. For particularly advanced groups
they can even ask for a particular style of music and improvise a song without
words to the genre specified. One actor
is the guesser, who will leave the room.
The endowments consist of a well known historical event, and five people
or things that were at the event. For
example if the event is the assassination of JFK, the endowments could be JFK,
Jacqueline Kennedy O’Nassis, the Limousine, Lee Harvey Oswald, and the bullet
of the gun. The guesser comes back in
the room and the actors (who have each been assigned one of the objects or
people) perform an interpretive dance of the historical event. When it is over, the actor who doesn’t know
the suggestions tries to guess what the event was, and then who or what the
different dancers were supposed to represent.
Dating Game
This game is set up
like a dating show on television, and can be modified according to what shows
the actors or audience are familiar with.
It is the “eligible bachelor” who leaves the room, and who will make the
guesses later on. Other characters are
the announcer or host of the show, and three contestants who will be trying to
win a date with the bachelor. The
identity of the contestants will be given by the audience. These should be famous personalities from
television, politics, movies, or literature.
When the game begins, the bachelor or bachelorette will ask each of the
contestants questions, and they will answer in their character. At the end, the bachelor or bachelorette
guesses by first saying “I wouldn’t like a date with … because…” or “I chose to
go out with … because …”
Variation: Instead of specific
characters, the suggestions for contestants could be more general, such as an
overworked accountant, an axe murderer, or a python.
181
This is a game
relying on the performers ability to make puns and word play in the language
they are using, so it may be difficult for Romanian students speaking in
English. The actors stand in a line on
stage. The audience suggests an everyday
object such as a pencil, and then the performers try and come up with jokes
involving the object. Usually, they
begin, “181 [whatever the object is] walk into a bar, and the bartender says…” If the object is a pencil, the 181st
pencil could order a #2, or ask the bartender what’s the point. After they run out of jokes they can start
on a new object.
Worlds Worst
Standing in a
line, the performers will work off of an audience suggestion of an occupation.
They will deliver individual lines which will be the worst possible thing that
someone with that occupation could say or do.
Variation: the same idea, but
with the worst things that could be given in a situation, i.e., at a wedding.
Limerick
Using the rhyme
scheme of a limerick (AABBA, with 9,9,5,5, and 9 syllables per line) the
performers will improvise a poem, stepping forward and saying one line
each. For each new limerick, the name
of a city can be suggested, which will provide the A Rhyme. For example, if the city is “New York”, then
the actors could say
There once was a
man from New York
Who always was
late for his work
He wasn’t to
blame
For one day he
came
And had forgotten
to iron out his shirt.
The limericks, of course, can use weak
rhymes, and usually will be quite silly or nonsensical. Variation:
Instead of creating a limerick, the actors can create poems in any
structure they want, or even improvise unrhymed poetry, one line at a
time. It can also be fun to parody
different styles, like beat poetry, or children’s books. If you want to make the game competitive,
you can eliminate actors when they can’t think of a rhyming line or when they
make a mistake, until only one performer is left.
The actors stand in a
line, representing different frequencies on a radio dial. The audience should have suggested a
particular kind of radio station for each of the performers, (i.e. rock, news,
talk show, easy listening). One of the
actors is the “dial” and kneeling in front of them points to them when he wants
to tune to their program. An
interesting effect is to move the dial slowly along the performers and have
them, when he is between stations, make a “static” sound, like, “shhhhhh” and
to say just words or short bits of songs as the dial passes over them. Whoever the dial is pointing at is giving
bits of their radio program, and they stop as soon as the dial moves on. The trick to this game is to not have the
actors “start” their program when the dial points to them, but rather to pick
up in the middle of a song, or the middle of a sentence, as actually happens
when you are scanning through radio stations.
When the actors get good at this sort of game, they can also make the
audience laugh by “accidentally” finishing each others sentences or song lyrics
in a humorous way. For example: “[easy
listening station] …oh, I’m so in
love with…[switch to news program]…a chimpanzee that just escaped from
the local zoo…[switch to cooking program]…that just tastes just lovely
in a vinegar dressing.” Another way
to make the game more interesting is having the switches take place faster and
faster as the game goes on. Also, the
actors can get an example of some kind of a disaster before the game starts,
like World War III, for instance, and then at a sing from the “dial” (stamping
a foot) all of the radio station gradually find out about the disaster and
respond accordingly. This also gives
them an excuse to, one by one, go off the air, becoming static, and ending the
game.
Conducted Story
This is a very
entertaining game and great for practicing listening skills. It is set up in the same way as Radio Show,
except in this game the actors will be working together to tell a story. The audience suggestion can be a made up
title for a book, or a title that you create combining two or more word
suggestions. Once the performers have
the title, the “conductor” points to someone and they begin telling the
story. After several sentences (the
actors can be allowed longer turns at the beginning) the conductor lifts his
finger and points it at someone else.
It is important that at soon as the finger is lifted, the speaker stops
telling the story, even if he is in the middle of a sentence. The next storyteller, whoever the conductor
indicates by pointing at them, continues the story exactly where the
last actor left off. Actors will have a
tendency to repeat the last word said, or to start a new sentence, which they
should not do. For advanced performers,
they can even finish each others’ words.
To break up the game, the story can be divided into three chapters, with
new suggestions from the audience for each one. Variation: Have each
actor assigned a different genre of books, movies, or television show. When it is their turn to speak, they
continue the story in the style they have been given. Alternatively, they can be given specific authors and try and
tell the story as they think that author would.
One word story
As in conducted story,
the actors will be cooperating to tell a story, but this time they will be
taking turns saying one word each. In
this way it is a lot like the “Three Headed Psychologist” game discussed
earlier. When a sentenced is finished,
the next performer in line can say “period”, and then a new sentence is
begun. A suggestion of a made up title
can be given by the audience.
Variation: After one word story,
the actors can try three word story, five word story, or one line story. The game can also be played competitively,
players being eliminated when they make a mistake.
Do not deny: The reason
improv scenes sometimes work so well is that two people are working together to
come up with the material. This means
that neither one of the actors can have complete control of the scene, or have
their “plan” for the scene followed exactly.
Actors should accept unequivocally any idea their fellow performers
make, no matter how ridiculous they think it is or how much it conflicts with
their vision of what the scene should be.
The unexpected developments that arise from conceding to and combining
with other suggestions will always be more interesting than those any one actor
could come up with, and if two improvisers accept each others ideas without
hesitation, the audience end up feeling that they “couldn’t possibly” have
improvised something that perfect on the spot.
On the other hand, if actors are always trying to ignore each other’s
assertions because they don’t think they will help the scene, the audience will
only pay attention to how the performers are trying to control the scene at one
another’s expense, and this very quickly becomes boring to watch.
There are no mistakes: Not only
should an improviser never deny a suggestion or assertion, but they should
refuse to think of anything that happens on stage as a mistake. It is always nice (though it rarely happens)
to perform a flawless scene, but it is often easier to gain the audience’s
respect by handling a mistake well, and incorporating it into the scene. If a fellow actor makes a “mistake”, it is
not your job to correct them, but rather your job to figure out how, although
it may have seemed that they were wrong, they were actually right! If for example, you establish your
characters name at the beginning of the scene as “Jim” and halfway through an actor
calls you “John”, instead of saying, “my name is Jim, you moron,” you could
say, “Don’t blow my cover. As long as
I’m on this case you should call me ‘Jim’”.
Give specific information: Avoid talking about “it” or “the thing” or being sorry for “what you did”. Although there can be some confusion at the beginning of a scene as to what is going on, matters should be nailed down as soon as possible. The more specifics you can give, the faster the scene will develop and the more unique and interesting the conflict will be. One detail will usually lead to another, whereas if you speak only in generalities the scene will flounder.