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.