Guillaume Xiaolu Liu
刘小路
Bilingual Improv Theater
双语即兴话剧
Content
Lesson 2: Offers / Objects /
Stage
I am, I am
coming from, I am going to
Switch Left
(with character assignation)
This
book offers an introduction to improvisational theater games both in English
and Chinese, and can be used as a manual for improv workshops. You can use this
book either as a workshop leader or as a player.
We
have ordered our chapters in a certain way, to facilitate use of the book as a
progressive manual. We encourage you to follow this structure, but you may have
a different point of view, or your group may have different needs. We have
arranged the various games to build up a season of themed workshops. Each
workshop is designed to last between one-and-a-half and two hours in total.
There are eight lessons altogether: seven lessons are dedicated to the practice
of seven core improv skills, and the final lesson is a schedule for a stage
performance. The games are inspired by the content of Beijing Improv Bilingual
workshops that took place in
For
the seven key skills chapters, we have divided each lesson into three parts:
warm up, exercises, and stage performance. We encourage you to open every new
session with an energetic warm up, to put your group members in an enthusiastic
mood for improv. The eighth lesson is the performance lesson. In this lesson
only features warm ups and performance games. This is an opportunity to review
all the skills learnt over the season in the format of a small show – improve
is, after all, all about performance!
To
the reader hoping to lead improvisation theater workshops, we encourage you to
organize warm ups as well as simple ‘closing’ games at each workshop. A good
closing game could be a “war cry”. These simple games should be played at every
workshop. Making small openers and closes part of the routine of workshops will
help build your performers into a strong team.
We
would like to thank the following people who helped us with reviewing our text
and offering the guidance that allowed this book to happen:
Jack,
Lottie, Angela, Kajsa, Jonathan and Georg.
Special
thanks also go to our workshop leaders and translators:
Jonathan,
Angela, Kajsa, Lynne, Lottie, Xiaolu and Guillaume.
Note
The
basic rule in improvisation is to "say yes" and accept the
propositions or ‘offers’ of other players.
- Warm Up -
Aim:
Physical
warm up
Description:
1.
Players stand in circle.
2.
Together, the players shake their right hand five times and yell
"1-2-3-4-5" in time with each shake. Then players shake out their
limbs in the following order: left hand, right foot, left foot, and whole body
for five shakes per limb.
3.
Repeat the same actions but for four shakes. Repeat again for three shakes,
then two and finally one shake per limb.
Tips:
The
players should play the game with energy, increasing the speed at each
repetition.
Aim:
Warm
up, introduction of players
Description:
1.
Players stand in a circle.
2.
The first player throws an imaginary ball to someone else in the circle. When
he launches the ball, he says his own name to the other player
3.
The receiver receives the imaginary ball, and repeats the name of the sender.
Then he sends the ball with his name to another player someone else. And so
on...
Tips:
This
is a good exercise to learn names of newcomers in a workshop.
Aim:
Warm
up, focus
Description:
1.
Players stand in a circle.
2.
The first player throws an imaginary ball to someone else in the circle. He
will use a sound (any sound) to launch it.
3.
The receiver mimes catching the imaginary ball and the sound, repeating the
same sound the ball was thrown with.
Then
he throws the ball to someone else, using a new sound. And so on...
Tips:
1.
The sender has to ensure that the receiver gets the ball. (use eye contact).
2.
Several balls can be thrown out by the leader simultaneously to different
people in the circle.
3.
As this is an energetic exercise, player speed is important.
4.
Players should train not to think ahead but use the first sound that comes to
their mind.
Aim:
Warm
up, accept offers
Description:
1.
The players move freely about the space.
2.
One of the players makes an offer for an action: "Let's do ...". The
remaining players respond enthusiastically "Yes, Let's", and mime the
action collectively until someone else makes a new offer.
Example:
One player says "Let’s ride a bicycle", everybody replies "Yes,
Let's!" and mimes riding a bicycle.
Aim:
Find
ideas, imagination
Description:
1.
Players move freely around the space.
2.
They point at objects and name them with a loud voice.
(play
a while with step 2, then continue to step 3)
3.
They point at objects and give them a different name, with a loud voice.
Example
2.
A player points at chair and says "Chair"
3.
A player points at chair and says "Banana"
Tips:
Player
speed is important – the faster the better.
Players
can follow a theme to make it easier (list of animals, places, fruits etc.)
- Exercises -
Aim:
Accept
offers
Description:
1.
Players work in pairs. One player is A, the other is B. They will switch, using
the following patterns
2.
First Pattern: A proposes something to B, and B replies "No,
because...". Switch A and B after 5 propositions.
3.
Second Pattern: A proposes something to B and B replies "Yes, But..."
, Switch A and B after 5 propositions.
4.
Third Pattern A proposes something, B says "Yes, and..." before
adding something to A's proposal. Then B proposes something to A etc...
Example:
First
Pattern
A:
"Let's hold a party tonight!"
B:
"No, because I have an exam tomorrow, I want to rest."
A:
"Let's..."
Second
Pattern
A:
"Let's hold a party tonight!"
B:
"Yes, but don't spend too much money on booze, we don't have much
money."
A:"Let's..."
Third
Pattern
A:
"Let's hold a party tonight!"
B:
"Yes, and we can invite a band to perform!"
A:
"Yes, and we will record the music and put it on the web!"
B:
"Yes, and ..."
Aim:
Accept
offers, open offers
Description:
1.
Players work in pairs. One player is A the other is B.
2.
A gives an imaginary present to B. A has to be precise about the size, the
shape or the weight of the present, but does not name it.
3.
B receives and opens the present and names it, according to the mimed hints
given by A. (B accepts the offer of A)
4.
After practicing a while, A and B exchange their role.
Example:
2.
A gives a present, the size of a fist and say "Happy birthday! I have a
present for you."
3.
B opens the present the present, says: "Oh! this is a Ming dynasty goblet,
it’s very valuable".
Aim:
Warm
up
Description:
1.
Players stand in a circle.
2.
The first player goes to the middle of the circle, freezes, mimes a tree and
says "I am a tree". A second player comes and takes a position linked
with the tree and names it. A third player comes and repeats as the previous
player.
3.
The first player chooses one of the two other players to leave the scene with
him.
4.
The player who stayed on stage keeps his position and repeats what
object/person he is. The next player joins the game and builds a new picture
and so on until a player retakes the position of the tree.
Example:
1st
player: "I am a tree."
2nd
player: "I am the plum on the tree."
3rd
player: "I am a monkey picking the plum."
1st
player: "I’ll take the plum." and leaves with the plum.
3rd
player: "I am a monkey."
4th
player: "I am a lion.”
5th
player: "I am a flea on the monkey."
3rd
player: "I’ll take the flea." and leaves with the flea.
...
Tips:
Don't
try to be too 'creative', or to confuse other players, just choose the most
obvious objects/characters.
Try
to not repeat the same characters during the game.
Aim:
Find
ideas, be spontaneous
Description:
1.
Players work in pairs. One player is A other is B.
2.
Player A mimes an action. Player B asks him "What are you doing?"
Player A answers with an action which he is NOT doing. Player B mimes the
action given by player A.
3.
Exchange roles: player B asks A "What are you doing?" And so on...
Example:
A
is running
B
asks: "What are you doing?"
A
says: "Brushing my teeth."
B
brushes his teeth
A
asks: "What are you doing?"
B
says: "Swimming."
Tips:
To
add a challenge, the game can be played competitively:
Players
stand in a circle, two players are in the middle and play the game, increasing
the tempo as they go along.
When
one of the players hesitates or uses an action already done etc... he is ‘out’,
leaves the middle of the circle and is replaced by another player.
Aim:
Group
collaboration
Description:
1.
Players stand in a circle.
2.
One of the players stands at the centre of the circle and performs a
mechanical, repetitive action, accompanied by a repeated sound.
3.
A second player jumps in, performs a different repetitive action and sound that
connects in some way to the first player.
4.
One by one, other players jump in and perform actions and sounds, connecting to
the players already in place. The idea, when everyone has taken their place, is
to have a fully working machine.
Tips:
The
leader can ask the players to speed up their machine (all the players together)
or slow it down. He can also ask the machine to be louder or quieter.
- Stage games -
Aim:
Accept
Offers, Build Scenes
Description:
1.
Two players on stage: player A and B
2.
The leader gives an indication of a location and the relationship between the
characters.
3.
A begins the dialog by making an offer, B replies "Yes, and...",
making another offer.
4.
And so on, to reach a total of 6 lines.
Example:
In
a hospital, A is a nurse, B is a patient.
A:
“It's time for your medication.”
B:
“Yes, and I would like a glass of water.”
A:
“Yes, and you have to go to sleep.”
B:
“Yes, and you need to tell me a bed time story.”
A:
“Yes, and you should pay me for that.”
B:
“Yes, and here is the money.”
Tips:
It
can also be played in pairs.
Note
It
is important to handle objects properly to that the audience believes in what
the actor is doing.
- Warm Up -
See
Lesson 1
See
Lesson 1
See
Lesson 1
Aim:
Energy,
character building
Description:
This
is a tag game.
1.
All players are in pairs, spread in the room, except two.
2.
There is a player playing a Monster and another player playing the Prey. The
Monster chases the Prey.
3.
When the Monster tags the Prey, they exchange roles.
4.
The Prey can join a pair of player by grabbing another player's arm. The other
player in the pair has to leave and becomes the Prey.
Tips:
Safety
first - be careful when running around!
The
goal is not to catch the Prey as soon as possible, but to act as Monster and
Prey and have fun with it.
- Exercises -
Aim:
Shared
control
Description:
1.
The players work in pairs.
2.
The leader names an object. Within in each pair the players have to quickly
make a statue that represents this object, without speaking.
3.
Repeat point 2 a few times.
4.
Same exercise with groups of 4 players.
5.
Same exercise with all players.
Example:
For
pairs or 4 player groups : Vase, Coffee machine..
For
all players : Airplane, train ...
Aim:
Mime
practice
Description:
1.
Players spread out in the space.
2.
Players individually mime drinking a bottle of soda. Players must pay attention
to all the specific details of the action: taking the cap off, drinking, and
putting the bottle down.
3.
Players individually mime other actions, continuing to pay attention to how
they use objects.
Tips:
When
picking up or dropping an object, make a "click" with the tongue to
call attention to it.
Aim:
Building
a Space
Description:
1.
Players are in small group of three to five.
2.
In each group, one player acts a very short scene, miming the use of an object.
3.
The second player enters, reuses this object and adds new objects. Repeat.
Scenes should be conducted in silence.
4.
The game continues until all players have contributed.
Example
The
first player takes a glass from a table, drinks and put the glass back on the
table.
The
second player takes the glass on table, opens the microwave and puts the glass
in it and heat the glass. Then he takes back the glass and puts it on the
table.
Tips:
Players
need to respect the location of the objects, and not change the position of any
of them. It will look more real to an audience. For example, a table, unless
deliberately moved, is always in the same place. The glass, unless smashed
against the wall, is always in the same position on the table...
- Stage games -
Aim:
Group
collaboration
Description:
1.
Players are in groups of four or five.
2.
Leader asks a team to take the stage, and gives them a location.
3.
The players have 10 seconds to take their positions in a tableau illustrating
the location.
4.
The team plays the very beginning of the scene
Example:
A
place that smells bad, a dark forest...
Aim:
Group
collaboration
Description:
1.
Four players are on stage, sitting on four chairs facing the audience. The
leader gives them a location.
2.
Without speaking, the players have to find a reason to stand up and leave the
scene, together.
Aim:
Shared
control
Description:
1.
One player is on stage, one player is offstage
2.
The player on stage begins a scene, alone.
3.
The off-stage player uses his voice to play the role of an object that makes up
part of the scene.
4.
The player on stage interacts with this magical talking object.
Tips:
To
make the scene more interesting, the object can ask the character to fulfill an
important wish it has.
Note
In
a scene, it is very important for the audience to know basic information about
characters. We call it CROW.
C
for Character : who are they ?
R
for Relationship : what are the link between the characters (Husband and wife,
boss and employee...)
O
for Objective : what does the character want, what is their target (e.g: repair
a car, break up a relationship...)
W
for Where: what is the location of the scene (In the bedroom, in an airport...)
- Warm Up -
See
Lesson 1
See
Lesson 1
See
Lesson 2
See
Lesson 1
- Exercises -
Aim:
CROW
Description:
1.
Players are in pairs: A and B
STEP
1: A mimes an activity. B offers the first line of dialogue, revealing the
activity A is miming. Repeat several times with different activities and switch
A and B.
STEP
2:,Add the following to STEP 1: A reveals the relationship between A and B.
Repeat several times with different activities and switch A and B.
STEP
3: Add the following to STEP 2: B reveals the location of the scene. Repeat
this game several times with different activities and switch A and B.
STEP
4: Add the following to STEP 3: A reveals the motivation of both characters.
Repeat this game several times with different activities and switch A and B.
Example
STEP
1:
A
is cooking,
B
says "Mmm your pasta smells good."
STEP
2:
A
is cooking,
B
says "Mmm your pasta smells good."
A
says "Yes, darling. I know you like my pasta!"
STEP
3: A is cooking,
B
says "Mmm your pasta smells good."
A
says "Yes, darling. I know you like my pasta!"
B
says "It was a good idea to rent this yacht!"
STEP
4: A is cooking,
B
says "Mmm your pasta smells good."
A
says "Yes, darling. I know you like my pasta!"
B
says "It was a good idea to rent this yacht!",
A
says "Yes especially for our anniversary."
Aim:
CROW
Description:
1.
Players stand in a circle.
2.
One player goes in the middle and mimes digging a hole. A second player enters
and begins a short scene with the first player. The scene should introduce CROW
quickly. When CROW is established, the first player finds a reason to leave and
leaves.
3.
The remaining player begins to dig a hole. Then another player comes and so
on...
Example:
A
mimes digging a hole.
B:
"David, I think it’s deep enough."
A:
"You're right, darling, the pool is ready."
B:
"Yes, I think we can fill it up now."
A:
"I’ll go and get the hose."
A
exits.
Tips:
This
exercise can be played in pairs.
Aim:
CROW
Description:
1.
Players stand in a circle.
2.
Two players step into the middle and begin a short scene.
3.
At any moment, another player calls "FREEZE". The players freeze.
4.
The caller designates one of the players by touching their shoulder. The
designated player leaves the scene and the new player takes up exactly the same
position of the leaving player. The new arrival then begins a new scene with
the remaining player in the circle, justifying their position in its new
context.
5.
The game continues.
In
this lesson the players should focus on CROW and establish it as soon as
possible. Other players should wait for CROW to be established before calling
"Freeze".
Tips:
Players
should make big movements and to change their body posture during the scene in
order to guarantee interesting suggestions for the next scene.
- Stage games -
Aim:
Justification
Description:
1.
A group of four players (A, B, C, D) comes on stage.
2.
Player A begins a scene, alone on stage. At some point, the leader calls
"Freeze" and player A freezes. Player B enters stage and begins a new
scene, using the frozen position of Player A.
3.
At some point the leader calls "freeze", C joins the stage and begins
a scene utilizing the frozen positions of A and B.
4.
Same thing for Player D: he begins a new scene with 4 characters.
5.
When the leader calls "Freeze!", D leaves the scene. The 3 remaining
players (A, B, C) will continue the scene they were playing together before D’s
arrival, but have to use their current frozen position.
6.
Leader calls "Freeze!". C leaves the scene. Players A and B continue
the scene they were playing before C’s arrival, but justifying their current
frozen position.
7.
Finally, the leader calls "Freeze!" B leaves the scene. And A
finishes his scene alone, starting with his current frozen position.
Aim:
Team
building, lesson ending game
Description:
1.
Players stand in a circle.
2.
One by one, players say one word each to compose a sentence.
3.
Once the sentence feels finished, it has become the group’s "words of
wisdom". Everybody says "Yes, yes, yes" and tap their fingers
together sagely.
4.
Repeat a few times.
Note
It
is nice to see clearly the status of characters in an improv scene. It is also
important to see characters’ statuses change during a scene. The basic status
transactions for a player are the following:
Lower
your own status
Raise
your own status
Lower
your partner’s status
Raise
your partner’s status
- Warm Up -
See
Lesson 1
See
Lesson 1
Aim:
Character
building, warming up
Description:
1.
Players move freely around the space.
2.
They have to move as if they were pulled by a part of their body. The leader
names the body parts.
Aim:
Status
Description:
1.
Players move around freely in the space.
2.
Leader calls out a status (high or low). Players have to adopt this status in
their movement and interaction with one another.
3.
Leader calls out the opposing status, and players’ movement and interaction
changes accordingly.
For
example: the lear says'walking with low status.' Then all walk with low status,
like beggers, waiter...'
- Exercises -
Aim:
Status
Description:
1.
Leader distributes one playing card to each player. The card designates the
status of the player, with Ace as the highest status and 2 as the lowest
status.
2.
Players put their card on their forehead, without looking at it. Then they move
freely around the space and react to other players in a manner appropriate to
the card that player is displaying.
3.
The player, through the interaction with the other players, will eventually
sense their own status level. At the end of the game, the leader asks the
players to form a line in front of him or her, from lowest to highest status.
The players can then have a look at their card and check if they guessed
correctly.
Example
Scene:
A
cocktail party, a wedding, a premiere...
Aim:
Status
Description:
1.
Players stand in a circle.
2.
One player(A) sits on a chair in the middle of the circle.
3.
A new player (B) enters and begins a dialog with A that uses a status
transaction in order to force A out of the chair.
4.
Once A leaves the chair, B may sit down.
5.
The next player in the circle (C) enters and repeats Step 3.
6.
When all have played, the status transaction changes and the game is repeated
with the new transaction.
The
four status transactions to use are:
1)
Lowering others’ status
2)
Raising others’ status
3)
Lowering your own status
4)
Raising your own status
Example:
1)
B:
"Sorry sir, but your ticket is 2nd class."
A
leaves and B sits.
2)
B:
"Mr. President, your plane is waiting for you."
A
leaves and B sits.
3)
B:
"We have arrived, the taxi fare is 20 RMB."
A
leaves and B sits.
4)
B:
"I am pregnant, could I please sit here?"
A
leaves and B sits.
Aim:
Status
Description:
1.
Players work in pairs. They act out a short scene using only the lines below:
-Hello.
-Hello.
-Been
waiting long?
-Ages.
2.
The goal is to attain high status in the scene. Play it several times.
3.
The goal is now to attain low status in the scene.
Tips:
Let
players discover what makes someone high or low status. For example and
generally speaking:
1)
A character standing up often has a higher status than a character who is
sitting.
2)
A character who loses his temper can easily lower his status
3)
A character who stays still will often have higher status than a character who
moves about erratically.
This
can be played on stage, with the audience voting for the winner.
- Stage games -
Aim:
Status
Description:
1.
Four actors on stage. They choose a number between 1 and 4 without informing
others.
2.
"1" is the lowest status, "4" is the highest status.
3.
They play a short scene in which they have to act according to the number of
their status.
4.
Following the scene, the audience will guess the number the players have chosen
according to their performance. Then the players disclose their numbers.
Aim:
Justification
Description:
1.
A group of players freeze in a ‘yearbook photo’ tableau.
2.
One by one each player steps forward and tells the audience who they are and
what their relationship is to the other characters in the photo.
Tips:
It
is important that each player accepts what other players say as true.
Note
In
each scene, the actor will personify a character. It is important that the
actor fully endorses the characteristics of the character in order to make them
as believable as possible.
- Warm Up -
See
Lesson 1
See
Lesson 1
See
Lesson 4
Aim:
Description:
1.
Players move freely in the space
2.
The leader names an animal. The players have to adopt the characteristics of
that animal in their movement and interaction with one another.
3.
Leader names a new animal. Repeat several times..
4.
Players now choose their own animal, and adopt its characteristics in their
movement and interaction with one another.
Tips:
The
players can explore their behavior as animals and reuse some properties to
build a character in a scene.
- Exercises -
Aim:
Invent
characters, find names
Description:
1.
Players stand in a circle.
2.
A player (A) points to another player (B) in the circle. A gives the occupation
and a description of a character to B, then B has to give a name to the
character.
3.
B points to another player (C) and continues the game.
Example
:
A:
"A rich tailor."
B:
"John Smith."
Tips:
Try
not to use real names (like team members or celebrities), but imaginary names.
Try
to connect the character's name to his occupation and description.
You
can give more details in the description.
Aim:
Shared
Control,character building
Description:
1.
Players are in groups of three: A, B and C.
2.
Two players (A and B) will play one character : A must sit in a chair and clasp
his or her hands behind their back, then B kneels behind A and puts their arms
through the spaces between A’s arms and torso. A speaks while B performs the
corresponding hand gestures.
3.
C is the interviewer; while the character played by A+B is the interviewee. The
players choose a topic which A+B is an expert on.
4.
C asks A+B questions. A answers the questions vocally, with B providing hand
gestures.
5.
When the interview has ended, players switch roles and the game is repeated,
with C playing the interviewee, A playing the arms and B playing the
interviewer. The game is repeated three times in total.
Tips:
This
is a shared control exercise. The hands have to listen to the voice and the
voice has to respond to the movements of the hands.
The
leader can ask the interviewee to give a specific flavor of the character, like
being slow, being fast, being physically low or being physically high.
Aim:
Character
Description:
1.
Players form 2 lines (Line 1 and line 2), facing each other.
2.
The first player of line 1crosses the room and walks to line 2.
3.
During his walk, he acts a character and says "I am ...", "I am
coming from ...", "I am going to ..." Thus the player names
their character, their origin and their destination. The player should walk as
his character would walk.
4.
Then the first player of line 2 crosses the room to join Line 1, then the 2nd
player of line 1 and so on.
Aim:
Character
building,using observations
to build characters
Description:
1.
Players are in pairs (A and B), but only one pair plays at a time, and all the
other player watch.
2.
A crosses the room, walking normally.
3.
B crosses the room, imitating and exaggerating the first player’s way of
walking.
4.
Repeat for every pair in the group
5.
Exchange roles (A and B)
- Stage games -
Aim:
Character
development
Description:
1.
Five players on stage. One player is MC, the others are acting (A, B, C and D).
They stand as shown in the picture below.
2.
Whenever the MC calls "Switch Left" the players rotate the square
anti-clockwise, with A moving to D’s position, B moving to A’s position, C
moving to B’s position, and D moving to B’s position. (see picture).
3.
A is on the left-hand-side facing the audience (upstage right). He or she asks
the audience for a character.
4.
MC calls "Switch Left".
5.
The new player upstage right (B) asks the audience for a character.
6.
MC calls ‘Switch Left’. Repeat until all four players have a character.
7.
When A is back in his original position, they repeat in a loud voice their
character. MC says "Switch Left", and this continues until all four
players have repeated their characters.
8.
When A is back in his original position, they begin a scene with player B.
9.
The character standing upstage right leads the scene. (See picture)
10.
The MC will say "Switch Left" and B and C begin a scene. And so on.
11.
When the 2 first players (A and B ) are back in their starting positions
upstage, they should continue the scene they played at the beginning.
12.
This continues for several repetitions, or until a natural ending is reached.
Aim:
Character
building
Description:
1.
Players are split into 4 groups: Mothers, Fathers, Sons and Daughters.
2.
Each group must have a specific characteristic, for example: Fathers are
knowledgeable, Mothers are hardworking, Sons are happy, Daughters are sad...
3.
One player from each group goes on stage to play a member of a family. They act
out the scenario of a family dinner.
4.
The rule is that the scene continues until a member of the family leaves the
table.
5.
Change the group and repeat several times.
Tips:
It
is interesting to have strong characters in the scene.
Before
the scene, the leader can ask to each group to discuss the specifics of the
characterization, for example; why is the daughter sad? The player can use
ideas from the discussion in their performance...
Aim:
Shared
control
Description:
1.
Five players on stage.
2.
One player is the interviewer and the four others will act as two interviewees
as in the game "Talking arms".
3.
The two interviewees know each other, and the interviewer asks them about their
relationship.
Example:
If the two interviewees are a couple, the interviewer might ask them about
their first date.
Tips:
The
interviewer can ask the audience for a suggestion for the relationship between
the two interviewees.
Note
The
sixth lesson involves developing emotive ability as a performer. The actor
builds a character but also needs to show emotion and the change of emotion.
- Warm Up -
See
Lesson 1
See
Lesson 1
Aim:
Emotion,
communicating emotion
Description:
1.
Players move around freely in the space.
2.
The leader calls out an emotion, and players temporarily adopt this emotion in
their movement and interaction with one another.
3.
Leader calls out other emotions, and players adopt them accordingly. Repeat.
- Exercises -
Aim:
Emotion,
stress relief
Description:
1.
Players are split into 2 groups facing each other.
2.
Each member of the first group yells a story that happened to them recently and
made them angry. All members of the group yell in the direction of the other
team simultaneously.
3.
The teams exchange their role.
Aim:
Emotion,
find degrees in emotion
Description:
1.
Players stand in a circle.
2.
Leader chooses an emotion.
3.
One player acts this emotion at level 1 (very light), the next players in the
circle raise the emotion to level 2, and so on until level 7. At this level the
performance becomes extreme.
4.
Leader chooses another emotion, and this new emotion moves around the circle
from Level 1 to Level 7.
Example
emotions:
Happy,
sad, angry, nervous, bored, shy, in love, embarrassed...
Aim:
Emotion
Description:
1.
Two players are on stage.
2.
One emotion is chosen by the leader. The players act the emotion out, with
gradually increasing intensity. Beginning at a low level, the intensity
increases as the performance progresses. The audience should yell "More!
More!" to encourage them to push the emotion to the extreme.
The
players really have to go to the very limits of their designated emotion using
facial expression, vocalization and body language but without playing a scene.
3.
Do it with another emotion and different players.
Tips:
This
game can be done with one, two or three players but not more.
- Stage games -
Aim:
Emotion
Description:
1.
Two players on stage. Two chairs are placed on stage: one in front, one behind.
2.
One player sits in front and acts as the taxi driver, the other acts as a
customer.
3.
The customer chooses an emotion, and acts with this emotion. He takes the taxi,
and the taxi driver acts with the opposite emotion.
4.
To finish the scene, the customer has to find a reason to leave the taxi.
Aim:
Emotion
Description:
1.
The stage is divided into 3 zones. Each of them is associated with an emotion.
Whenever
a player is in a zone, he has to adopt the corresponding emotion.
2.
Two or three players perform a scene, using the rules above.
Tips:
Players
have to pay attention to move between zones during the scene.
Note
The
story told by the actors has to be clear, as structured as possible, with a
beginning, an end, and connecting elements that move the action forward.
- Warm Up -
See
Lesson 1
See
Lesson 1
See
Lesson 1
See
Lesson 1
- Exercises -
Aim:
Justification
Description:
1.
Players are in groups of 3. One of the players is the interviewer, one is the
expert, the third is the translator.
2.
The interviewer asks the expert questions in English, the expert replies using
Gibberish, and the translator translates his answers to English.
Aim:
Story
telling
Description:
1.
Eight players go to the side of the stage.
2.
The first player takes a position (any position) in the “string of pearls” (see
picture).
3.
He speaks a sentence.
4.
One by one the other players take position in the "string of pearls".
5.
When they take their position, they speak a sentence which has to be linked
with the other sentences.
6.
After each person speaks, all the players that have already contributed to the
“string” repeat their sentences once more in order to give the next “pearl” a
good understanding of the narrative progression.
7.
The game ends when all the players are in the string of pearls and the story is
complete.
Tips:
The number of players can
vary but should be around eight.
The first players to join
the string of pearls should give unrelated propositions in order to make
completion of the story challenging.
Aim:
Story
telling / emotion
Description:
1.
Two players are on stage, facing the audience.
2.
They pretend to watch a live sport event on TV.
3.
They use language, body language, emotion to show to the audience what is
happening on TV.
Aim:
Story
telling
Description:
1.
Players sit in a circle.
2.
Each player in the circle, one by one, makes a sentence, with the following
openers for each sentence:
-Once
upon a time...
-And
every day...
-Until
one day...
-And
because of that...
-And
because of that...
-Until
finally...
-And
ever since that day...
-The
moral of the story is...
- Stage games -
Aim:
Shared
control
Description:
1.
On stage, one player sits in the corner of the stage. He portrays author typing
his book on a typewriter. He begins to tell a story.
2.
Two or three players go on stage to act as the characters of the story.
3.
During the scene, sometimes the author is speaking and tells the story,
sometimes he is silent and the players continue the scene by themselves.
-When
the author speaks, the players have to listen to his narrative and act
accordingly.
-When
the players are acting, the typewriter has to take into account what the
players are doing when he resumes his narrative.
Tips:
This
is a shared control game: both actors and author can push the story forward.
Aim:
Justification
Description:
1.
Two or three players come to the stage and perform a short scene in Gibberish.
2.
Other players come to the stage and play the same scene, but in English. They
have to demonstrate their own interpretation of the scene.
3.
Then other players can then step in and perform the scene in English with their
own interpretations
Tips:
The
team that plays in english needs to respect the story structure and reuse as
many details as possible from the gibberish story.
Note
In
this lesson, the players will only do a warm up and play games on stage. This
is an opportunity to invite family and friends to practice and show what they
have learned.
- Warm Up -
See
Lesson 1
See
Lesson 1
- Stage games -
See
Lesson 3
See
Lesson 3
See
Lesson 7
Aim:
Justification
Description:
1.
Two or three players begin a scene on stage.
2.
At any moment, the leader can call "New Choice". The player who was
speaking has to change their last words and propose new ones.
3.
Leader can call several “New Choices” in a row, until the answer is
sufficiently interesting for the scene to move forward.
Example:
“May
I have a cup of coffee?”
"New
Choice!"
"May
I have a cup of tea?"
"New
Choice!"
“May
I have your phone number?”
Tips:
The
leader can ask several times for a new choice, until the player has an idea
which is sufficiently different from the first proposition. The goal of New
Choice is to incorporate unexpected elements into a scene.
See
Lesson 2
See
Lesson 6
Aim:
Warming
up, closing session
Description:
1.The
leader chooses a non-geographical location i.e. a bank, a lake, the desert
2.
All the players take a position and freeze to illustrate the location, without
speaking. It has to be done quickly, less than 5 seconds.
Example:
The
leader calls "The beach"
The
players take positions that represent the beach: people lying on the sand,
fishes, the sun, children playing...
See
Lesson 4
See Lesson 7
See Lesson 6
Aim:
Justification
Description:
Same
as Emotion Zone, but each zone is associated with a movie/entertainment genre
(Western, Horror, Romance...)