Aug 022010
 

Synonyms

VCR, forwards/reverse, non-linear editor,

Introduction

The players will carry out a scene just like any other. The only difference is that someone [host, audience, off-stage player] will have a VCR controller. The controller can be used to fast forward the scene, reverse the scene, slow down the scene, or even worse.

Description

The players are recommended to have as simple a story as possible. Everyone must listen closely for the call to alter the tape. Fast forward/reverse is usually represented by frenetic action that ends when the tape is returned to play. When the tape is on play again the scene proceeds in the in future, or repeats itself. Try to facilitate the request as best as possible, do slow motion, repeat the line over and over. Reverse is hard (but most tape players don’t have sound in reverse if you feel the need to wimp).

Gimmicks

Eject. This usually ends the scene. Tracking problems.

Variations

Forward/reverse. This is just like a VCR except that the only directions are forward and reverse. The players must step through the actions in reverse order, and then repeat them once forward restarts. Very hard.

Credits

None

 Posted by at 14:35
Aug 022010
 

Synonyms

Continuation scene, pick-up

Introduction

The following scene will use information from the last scene that you just saw. It may continue, it may use the same characters, or it may use the same environment, but is some fashion it must be linked to the last scene.

Description

Just as the scene has been explained above. Most people like to see where the scene left off, but some time in the future.

Gimmicks

None

Variations

None

Credits

None

 Posted by at 14:34
Aug 022010
 

Synonyms

Word processing, author sketch

Introduction

In this scene one player will be typing out a story. As characters are introduced players will join in and act out the story. Occasionally they will add dialogue to the story.

Description

The typist/author usually sits aside from the other players and starts to type out a story. Everyone appreciates it if the typist bothers to mime typing as she speaks. As the scene progresses the players acting out the scene share more and more with the typist that drives the scene. Ideally they will share the advancement of the story, switching from the typist to the players when she slows, and back again once the players slow.

Gimmicks

This game is wrought with internal gimmicks. Obviously the typist can pimp the players mercilessly. If this becomes the point of the game, i.e., the story has been lost, then it is recommended to start with little pimps and up the stakes later. The typist can also stop things and rewrite scenes.

Variations

This can be played as a switch game where everyone has a chance to be a typist.

Credits

None

 Posted by at 14:34
Aug 022010
 

Synonyms

None

Introduction

The only time that players are allowed to talk during this scene is when they are physically touching each other.

Description

This scene is meant to build non-verbal communication skills in the players. There certainly can be a fun scene in it as well. It is no fun to cheat and hold hands for the whole scene for no particular reason. There must be solid reasons for making physical contact within the context of the scene. Only speak during those brief moments of physical contact.

Gimmicks

Averting someone’s touch.

Variations

Touch to shut up. The players have to talk constantly until they make physical contact somehow (an exercise to show how irritating constant blabbering can be).

Credits

None

 Posted by at 14:33
Aug 022010
 

Synonyms

Cross dubbing

Introduction

In this scene there will be three characters, and each of the character’s voices will be supplied by one of the other players. [it is important to introduce all of the players and have each one test out the voice of the other]

Description

This is an extraordinarily challenging focus game. Accurate lip synching is so essential. You not only have to be paying attention to when the actor that has your voice is speaking (you have to lip synch), you also must offer voice for another actor in the scene.

Gimmicks

Forcing a player to be lip synching while dubbing another player. The game is already hard enough.

Variations

The number of players can be altered.

Credits

None

 Posted by at 14:32
Aug 022010
 

Synonyms

Exit stage right, understudies

Introduction

When the word switch is yelled all the players must change characters by replacing the character to their immediate right. The right most player will exit stage right.

Description

Not much to add here other than most of these scenes decay into some form of chaos. Be careful not crash into each other when moving from character to character. It is one scene where having a lot of players on stage makes the gimmick more fun. Brisk changes are better, and rapid choices about which character you are supposed to be (eventually you will be wrong) make the game more fun for everyone.

Gimmicks

Having a dead character makes for lots of movement, switching sexes.

Variations

Typewriter switch

Credits

None

 Posted by at 14:32
Aug 022010
 

Synonyms

Eulogy

Introduction

We are all saddened by the recent demise of our local superhero [get the name of a superhero that doesn’t exist]. Some of her friends are gathered here today to pay their last respects.

Description

Several players get up and tell what they know about the deceased superhero. There is a common pattern of someone knowing her before she developed her powers, a family member, her arch villain, and eventually her demise. The audience likes to hear how the superhero met her fate. It makes it easier for the players if this is left to the last speaker. The previous structure is just an example for those who have not seen the eulogy done before. It might be obvious to most, but doing a eulogy about a real person usually just brings the audience down.

Gimmicks

None

Variations

None

Credits

None

 Posted by at 14:31
Aug 022010
 

Synonyms

Telepathy scene

Introduction

The players in this scene will reveal to you their innermost secrets by letting you in on their subconscious thoughts.

Description

At certain points in the scene the players break from their regular dialogue, and turn to the audience and let them in on their subconscious thoughts. These may be conflicting to those that the player is portraying on stage, or they may reveal further information that helps advance the scene. This subconscious information should be employed by the other players in a subtle fashion. This is similar to a soliloquy scene.

Gimmicks

None

Variations

The subconscious voices can be played out by players offstage that may or may not (blind subconscious scene) be able to see the scene. The players can play each others subconsciouses as well.

Credits

None

 Posted by at 14:30
Aug 022010
 

Synonyms

Danger scene

Introduction

In this scene the regular actors will have stunt doubles [introducing them helps] that can replace them at any time that the scene just gets too dangerous. Of course you can determine when things are getting dangerous simply by yelling for stunt doubles!

Description

The regular actors carry out their scene as they would any others, ideally the scene will be mundane and safe. Stunt doubles can be called in when one player is about to open a door, or comb her hair. The stunt doubles replace the two players and that mundane activity becomes extraordinarily dangerous and harmful. Some players can do the action in slow motion. When the stunt is finished usually with some horrid injury to the stunt double, the regular actors come in and continue the scene where the stunt doubles left off.

Gimmicks

Have the stunt doubles become more and more lame as they come on for each stunt.

Variations

None

Credits

None

 Posted by at 14:30
Aug 022010
 

Synonyms

Shared worlds

Introduction

In this scene two players will be in the same scene, however each player will believe that she is a different environment. If one player believes that she is in an air traffic control tower, she will respond to everything that the other player does as if she were in an air traffic control tower. However the other player will believe that she is in a batter’s cage. [get two contrasting and physical environments]

Description

In this scene the two players interact as described. Each must maintain her reality as strongly as possible, and react to what the other player does as if it were in her reality. Now that I have repeated that often enough… If the player that is in the batter’s cage says, ‘okay let them fly.’ The player in the air traffic control tower might give clearance for take-off. If the player in the air traffic control tower types at her console, the other player might think that she is doing special pre-batting finger warm-ups. Etc. It is a very hard scene to do. There are enormous payoffs when the players listen, accept and advance within their own well defined environments. Does this sound familiar?

Gimmicks

None

Variations

None. I have never seen this done with more than two players.

Credits

None

 Posted by at 14:26