ZdG Busking Workshop Day Two: Accepting and Building

One of the axioms of good (or as my sophomore-year acting teacher would have preferred: "helpful") improvisation is to always accept and build on ideas your scene partner(s) put(s) forth. This is encapsulated in the phrase, "Yes, and... ," the idea being that one's response to something he or she is given should take this form. "Yes" I accept what you have established, "and" in addition I can contribute _________ to it. If both players can maintain this pattern, this energy, the scene will do a lot of work of carrying itself, and there will be less chance of the dreaded waffle. (I love self publishing; maybe there are other contexts within which I could use the phrase "dreaded waffle," but I can't think of any outside of cookbooks at present.) "Waffling" is when a scene sort of putters out, or sits still, spinning its wheels, and this is more often than not the result of "blocking."

Stick with me here. Just think of the after-show parties you'll be able to dominate with the finer points of theatrical jargon.

"Blocking" in conventional theatre refers to established gross movements around the stage. On this line, cross to the other side, etc. "Blocking" in improvisational theatre (in which there is generally very little of the previous definition) is when someone negates or "blocks" another's suggestion on stage.

"Geez, this sure is a real swell clambake."

"Yeah, or it would be, if it weren't actually a weenie roast, owing to the fact that clams are completely non indigenous for at least 100 miles in every direction."

Ouch. Not the most conducive to building a scene, not to mention trust between scene partners. This is one of the many axioms of improvisation we are attempting to impart and demonstrate to our students at Marywood. It's harder than it sounds, believe me. Nothing demonstrates this difficulty better than trying to collaborate to plan a class. Thus far, our planning sessions have taken at least as long as each class in combined discussion time, and a lot of it is owing to three guys (now four, with David Zarko cogent again [oh Heather, how I miss thy estrogenital influence]) all trying to get their ideas and priorities in. It's a good friction, the kind that makes better product, but dang: sometimes I wish we could just take thirty minutes to agree on a sequence of exercises and then go to lunch.

Last night's workshop was alternatively uplifting and frustrating for me. Uplifting because the students (Geoff and I are on a mission to keep one another from referring to these adults as "kids") are taking to the lessons so wonderfully, and listening

fiercely

. Even those who seemed less than engaged yesterday were fully involved last night. Frustrating, too, because I want more time with them, and that makes me impatient, which makes me feel less like collaborating with my fellow instructors and more like taking charge.

Fortunately, this less-than-helpful, semi-panic state was kept well in check last night by Dave running a great deal of the workshop. It was very game-intensive. In fact, the first half was effectively dominated by warm-up and games. Dave abandoned his Maestro persona for this class, and no one seemed to particularly notice, save for one question at the start: What's your real name?

After the games and a break, we came back in with a warm-up game, and reviewed the improvisation axioms we had agreed upon, simply stating them before trying them out. We had some discussion about this not being ideal, this terribly brief lecture, but given our time constraints it seemed the most effective way. So here's what we recommended to the students:

  • Accept and build ("Yes, and...")
  • Listen actively, responsively
  • Be as specific as possible
  • It's better to make an obvious and specific choice than a clever one
  • Make the other person look good
  • Establish a relationship with your scene partner(s)
  • When in doubt, make a physical choice
  • Rhythm is important, but allow yourself too the time to really take in what has been given you

From there we shook out, and began the game Freeze, with the adjustment that the audience stood in a circle around the players. It was thought this would be an interesting segue way into the kind of environmental performance they may be engaging in on Monday, and it kept people from getting drowsy whilst sitting. We played three rounds, with periods of groups observation--first from the players, then observers--in between. In the final round I began "freezing" pairs to give them adjustment and then asking them to continue, which worked better than I had anticipated. "Freeze. Specify your relationship. Go!" This was a largely successful period of improvisation, but we need to step up the challenges today.

From there we moved on to working on animal states, guided by Dave. They took to this well, but with some breaking of character. I attribute this to shyness about the strangeness of the exercise and the lateness of the hour, and we didn't become strict about it. Once again, an exercise that could have received scorn from people who felt silly or manipulated actually seemed to give them a better sense of effective tools incorporated in it. It really is an incredible group, and I don't relish the thought of having to choose amongst them for casting. But we're a ways off from that yet (a whole five days).

We left off with a homework assignment: to observe a stranger based on the character-building guidelines we had established thus far and bring him or her in to the workshop in some form for next class. I'm excited to see what they come up with. It's going to get very risky and challenging for them from here on out. Tonight we announce that they must choose before next class whether or not they wish to continue, to perform at the Festa and be eligible for

Prohibitive Standards

' cast. Thursday they will return for warm-up if they're uncertain, but largely we'll know who we've got overnight. Tonight's class marks the end of a certain period of relaxation, and the beginning of a certain period of creation.

ZdG Busking Workshop Day One: Welcome to Higher Education, B%$@#es!

We have begun.

It's been about a year-and-a-half since

Zuppa del Giorno

's last official show, in which time we have been quite busy as a company, with two trips to Italy, numerous workshops taught in improvisation and acrobalance, and even the odd public event or publicity stunt here and there. Still, nothing quite compares to doing what the company started out to do: Create original comedies from scratch using commedia dell'arte as a living tradition. I missed it last spring (suspended for a season in order to effectuate more work in Italy) and now we are back with a very ambitious bang. Not only are we doing another wholly original production, but we are:

  • Hiring three new actors on board for it.
  • Collaborating with Marywood University's theatre production department.
  •  
  • Casting students from Marywood University's theatre department.
  • Performing the eventual product in two venues: Marywood and The Northeast Theatre.
  • Beginning by teaching a week-long workshop in improvisation, character development and busking to the theatre students, culminating in their performing in La Feste Italiana in downtown Scranton on Labor Day weekend.

It is this last that we began last night in the Mellow Wellness Center (read: gym) on Marywood's campus. For all the teaching and workshops I've done in various areas of theatre in the past five years, this is the first time I've taught one with an emphasis on busking, or public performance. And by "we," I'm actually referring to a very new group of collaborative teachers. There are three of us here, teaching approximately twenty-five students. Myself, Dave Berent (Gochfeld), who appeared in the last Zuppa show,

Operation Opera

, and Geoff Gould, with whom I haven't worked on stage since my first show at TNT,

The Glass Menagerie

. To summarize the significance of all this--Last night, after the first day of school, we spent three-plus hours teaching a workshop that was new to us, and that we are planning and modifying as we continue along.

It went quite well, all things considered. We were all rather nervous about what kind of reception to expect from students who are essentially required to attend this workshop (that's for a few days--thereafter we get to say, "Okay, if you want to continue and perform, stick around. The rest: ciao!"), but we just a few exceptions everyone seemed very eager to risk and learn. And we didn't necessarily make it easy on them. Our concession to their first day back and the mandatory nature of this event was to focus on game-playing, team-building and staying away from lessons or lectures. There were, however, punishments handed out (when games were misplayed, they were made to apologize to the class until it was accepted) and their own feedback--occasionally critical of one another--was encouraged. In addition, Dave did the whole class in character.

Dave has a clown called "The Maestro" who performs around New York with some frequency. Last night he rather merged The Maestro with one of his former teachers of clown,

Gaulier

, complete with costume, mustache and French dialect. The result was a very energetic, high-status, enigmatic man who occasionally took over teaching and kept the students on their toes. I was impressed by how easy this was to accept, for both them and me. Dave and I had discussed putting our own work out for critique during this workshop, but I hadn't imagined a character living an entire class out, and wasn't certain about what was to be gained. It turns out the answer is 'quite a lot,' as the students come to see the differences between us and our characters, and just how livable and continuous that characterization can be, even without lines or blocking.

In terms of our lesson plans, we're incorporating a lot of skills, but trying to base things in improvisation (and some clown) concepts. That is, building habits of listening, responding on impulse, accepting and building on others' ideas, making the other looks good, making physical choices, etc. Yesterday we played several games to build awareness and group mentality, touched on the concept of an "active neutral" state (devoid of character [even your own] but aligned and ready to make choices in an instant) and building a physical character, and we even began with some improvisation exercises. We were impressed with how much we managed to get through, which hopefully bodes well for the rest of the week. The emphasis will gradually shift from core skills to more specific ones having to do with public, improvised performance, such as using one's environment, prop acting and audience involvement.

Each day we will plan anew, based on the previous evening's progress. It's exciting to go back to school in this way, and truly, as a teacher I feel I'm learning as much as--if not more than--our students.

Hand Out some Beat Downs

There was a campaign not too long ago comprised of various people in major cities spending a day outside offering free hugs. They came with signs, they shouted it from the rooftops, they made

videos

of their days and posted them to YouTube and Google Video. It was interesting, the responses they got to their efforts. Sometimes I watched and thought, "What is wrong with America, that we should be so resistant to no-strings physical intimacy?" Other times I thought, "What is wrong with these people? Why must they trumpet their offer and be so missionary about it? What are they trying to prove?" I was reminded, too, of the few times I've been enlisted to help out at a

kissing booth

. I always avoid it, and I don't know which is a worse hypothetical scenario in my mind: having to kiss

someone I find unattractive

, or finding

someone who doesn't want their dollar to go toward getting to kiss yours truly

.

Actors are a touchy-feely (touchie-feelie?) bunch, mostly. Those who aren't are usually pointedly so, and one gets the sense it's a bit reactionary to the whole phenomenon. I think I fall somewhere toward the middle, but it's hard to say (people always think they're moderate, just like they all think they have good taste). I avoid spontaneous backrubs, but I like to hug hello and goodbye. When I'm required to do a stage kiss, I usually approach it tentatively in the first rehearsals to make sure nobody's getting swept away or grossed out, and when we do a "trust exercise" I'm all about being there totally and allowing myself to be dropped if that's how it's going to play out. So you can judge for yourself where I fall on the scale of touchafeelarockability for yourself.

What's a real sign of physical intimacy, though, is the relationship within which you can feel comfortable resorting to physical violence.

I'm sorry. I seem to be writing about violence

quite a lot lately

. The reasons, it seems to me, are multitudinous. I miss my circus activities (amongst other physical distractions), which are just not possible now, bringing me to explanation deuce: I am at present constantly moving, never getting anywhere. That is what it is to apartment hunt and work nearly full time at an office job. This too shall pass, I know, but in the meantime I would really enjoy some stage combat gone awry, or even a very little

Fight Club

action. Kick my ass. Somebody. Please?

All right, all right. Put your damn hands down,

all of you

.

Oddly enough, Friend Davey (who really should have a 'blog of his own for me to link to at this point [Constantine...I'm looking in your direction...so to speak...]) addressed a similar desire via email to our little Burke gaming cabal today. And I quote:

"Someone knocks you down or splashes you with liquid at a party, or a myriad of other things, what are we to do? If you get all huffy you are typically seen as irrational and possibly immature. If you stand and take it you are less of a man. If we fight we are arrested for fighting. There is no more 'satisfaction' to be demanded. Now I'm not trying to sound like a 'things were better when...' guy, b/c I hate that party almost as much as the 'things will be better if...' folks on the other side of the isle; but seriously: some part, if a little or a lot, of the decades-old trend of public shootings, violent abusive children, arrogant talking-head political-wonk crap has got to be laid at the feet of the fact that we can not hit somebody if they are being a jerk. Rush Limbaugh and too many others to name would be much better people if someone had just popped him one years ago so that he knew where the line was. Students would not abuse their teachers in school if they were put in their place with a spanking at a young age."

Davey goes on to confess he's a bit off-kilter at the time of writing, but today I'm with him.

Friend Patrick

expressed a

similar sentiment

not long ago, and Davey's tirade was in part inspired by his reading Friend Nat's

latest entry

. Ergo, it is not an isolated phenomenon, this lust for physical "satisfaction" amongst we men. (At least, not isolated to just me. Perhaps I befriend the violent type.)

I half-jokingly propose this: in addition to "trust exercises," we incorporate, as a regular part of the rehearsal process, "pwn3d xrc1z3s" (that's "powned [read: abused or humiliated in a head-to-head challenge] exercises" to the uninitiated). These exercises would never involve falling backwards into someone's arms, or closing your eyes, ever. They would function more along the lines of paintball, or bloodsport. The point would be a different kind of trust. The saying, "There are no atheists in the trenches"? That. That would be our point.

Insane, I know. Just wait until we're teaching it in the corporate training workshops.

Let the Games Begin

So I'm still thinking muchly about

Camp Nerdly

and with what I came away from it. The connections between it and some of my other work--in a theatrical milieu--are striking. Here are some of my thoughts on this . . .

As Far As We Know

: A show developed through the combination of elements from

actual events

and improvisational explorations of the ramifications of those events on the people involved. I was reminded of this show whilst playing

Dogs in the Vineyard

, what with the cultural fact/fiction overlap and the issues of faith and violence that are predominant to that particular game. I played a character taken from Mormon history, who believed in blood-letting being good for the purification of the soul. (This is based in biblical quotation, believe it or not. Mormons do not believe this now.) It was hard to find a way to play this character with sincerity, since his beliefs were so different from my own, and I feel very strongly about issues such as missionary work, the concept of sin and the pursuit of violent means for a peaceful end. Playing a soldier in

As Far As We Know

has helped me explore some of these issues, and so playing

Dogs in the Vineyard

was made more difficult for me given my inability to disassociate from the implications of its story. This difficulty made for a good game, because it's a game that thrives on conflict, internal and external. Rather like theatre.

In Bocca al Lupo

: This isn't a show, but an entire program involving traveling to Italy, taking Italian classes and teaching commedia dell'arte to American students, all of it culminating in a show in that style performed in Italian, for Italians. The Camp Nerdly experience was reminiscent of last year's first contact with Italy, in that at first I felt incapable of contributing anything due to the language barrier, but eventually I learned to express myself to good effect. Moreover, I had two experiences directly relevant to the work I do in

In Bocca al Lupo

: I was constantly trying to pick up the rules as I went along, and I got to participate in an improvisation class as a student (whereas lately I have invariably been the teacher). There is much to apply from these experiences to my teaching. (Is there no word, in any language, to encapsulate the phenomenon between student and teacher in which both are constantly learning from one another?) Mistakes can be learned from in terms of improving one's craft, but still others can serve to simply blow the doors off conventional wisdom, and thereby make new rules. Game-playing generates desire in addition to goals, which in turn can fuel a performance. And what of the element of chance? We in theatre talk a good game when we spout off about audience interaction and ad lib dialogue, but most of our efforts at creating theatre are concerned with removing elements of chance. How many of us would be willing to trust a plot change to a chaotic mechanic element?

Zuppa del Giorno

: This is the connection that felt most fruitful for me. In fact, it may merit an entire entry of its own some time this month, but for now a few observations. For our first show as

Zuppa del Giorno

(the mad-cap contemporary commedia dell'arte troupe) each actor was asked to build four characters from scratch, based on an appetite or desire and with certain details fleshed in. These characters were applied to a scenario we had already begun to conceive of, and there was a back-and-forth between the two as we tried to work out the entire show. It was a rather painstaking process, particularly because we were doing it for the first time, but eventually we developed a show called

Noble Aspirations

. Playing

Inuma

with Clinton R. Nixon while at Camp Nerdly, I and my fellow journeypersons created an entire world in under two hours, and somehow without once screaming at somebody for holding up the process. Now, that hardly compares--in terms of priorities--to the work of

Zuppa

. We have many additional pressures upon us, not the least of which is to create something accessible to a wide community of audience members. Yet there was something in the

Inuma

system that was highly effective, and which must be applicable. Our

Zuppa

shows are almost always created from very specific given circumstances (see the development sites for

Operation Opera

and the burgeoning

Prohibitive Standards

), just as the

Inuma

system works. Even putting

Inuma

aside for a moment, most role-playing games have something interesting to add to the method of creating a character, either from scratch or from the given circumstances of a script.

One interesting thing to note when comparing role-playing with theatre is a term used in the former's circles: conflict resolution mechanism. This term refers to the dice rolls, or the card draws, or what-have-you device used in determining things otherwise undetermined, such as whether or not you can succeed in leaping from a moving car and survive. In theatre,

very

generally speaking, there is no conflict resolution per se, apart perhaps from the comedies that supposedly end happily when everyone gets married off. Conflicts can transform, but the moment they become resolved is the end of the show, because the audience came to see a fight. "The show must go on" is not simply an axiom expressing an actor's work ethic, but the spirit of theatre in general. Is it any wonder that so much of our entertainment (including role-playing games) is motivated by battle or violence? It's a tireless metaphor for individual struggle.

If a "conflict resolution mechanism" existed in real life, we'd have nothing to tell stories about.

Stranger in a Strange Land


After work on Thursday last I hopped on ye olde Chinatowne bus and eventually found myself back in my homeland of Northern Virginia, or NoVa. Friend Younce picked me up from the heart of DC's Chinatown (something like a four-block area, but I was smack dab in the middle of it [forget it, Jeff; it's Chinatown]) and drove me unexpectedly to an IHoP in the center of . . . well . . . Centreville. There, much to my pleasant surprise, waited friends Davey and Mark. I had not expected to have time to see them, given the weekend's unusual activity. We ate pancakes, and were generally rowdy. They threw us out, in fact. Not for the rowdiness, so much as because we failed to realize that their "Open 24 Hours" sign referred only to Fridays and Saturdays, and at midnight we showed no signs of slowing down. What can I say? That's how we roll. We bid le IHoP and Davey and Mark adieu, and Younce and I went to rest up for our adventure.

I mean adventure rather literally in this context.

So Friday morning we were up-and-at-'em, headed directly to the Costco to purchase absurd amounts of meat and dairy products. This took some time, and we ended up visiting a great many grocery stores, for we were working from a very specific list. Then it was down to Prince William Forest for to begin said adventure . . .

Camp Nerdly(TM).

Yes: Camp Nerdly. The brainchild of Friend Younce and several other role-playing enthusiasts, Camp Nerdly is exactly what it sounds like. For a whole weekend, some nigh-on-seventy nerds, geeks, dorks, dweebs and INSERT DEGRADING-CUM-CHIC TERM HEREs gathered in the woods and did what they do best. No; no, neither awkward conversation nor mind-bending computer programming. Something else. To wit: role playing. In a vasty variety of forms, excluding (as far as my experience goes, at any rate) only the sexual variety. (In part to supplant this unfortunate connotation, many geeks refer to it as "gaming" instead.) I was there. I participated with enthusiasm. Hi. My name is Jeff Wills, and I am a nerd. Now, how in the hell did I get here?

Let me give you a little background. I was, for some time, one of those kids that wasn't good at sports, didn't wear cool clothes and couldn't really parlay my wit into regular entertainment for my peers. I like to think I was a dork. Some may have viewed me as a nerd (much more of a lost cause), others as a geek (I seemed, but never was, really that smart, though), but I stick with dork. The glasses pushed me toward nerdlydom, but I also had this compulsion to jump around and perform that didn't quite fit with that image. So: dork. So were my friends (Yes you were! Don't lie! You know it!) and around age eleven or so, the games began.

We started with a Teenage Mutant Ninja Turtles game (very big at the time), and rapidly gave it up for Rifts. When I got into high school my social circle shifted and widened, and it became overnight sessions of Dungeons & Dragons and a game simply titled Vampire. Toward the second half of high school, I started attending these sessions less and less. My time was getting taken up more and more with after-school and weekend theatrical adventures, and by the end of my sixteenth year I was being exposed to (and enjoying the exposure of) girls, which can of course wipe just about any slate clean. There were a couple more-notable gaming adventures thereafter, but college was the final nail in the role-playing coffin. I would turn all my energy to training to be, and eventually being, a professional actor. For about a decade, that would receive almost all of my creative energy. R.I.P., Rifts. Dust to dust, Dungeons & Dragons.

Turns out role-playing games are immortal.

Either that, or I only slew my appetite for them with a boffer weapon.

You have to appreciate that, at Camp Nerdly, the nerds are hardcore. Hardcore! I'm not kidding. I spent a good deal of the first twenty-four hours intimidated as hell, and I will own up to it. It would be easy to claim that I was surrounded by weirdos that I had nothing in common with, to chalk my awkwardness up to their unfamiliar eccentricities, but such a claim would ultimately be a ruse, and not the clever variety. No, I was intimidated by them: by their insider knowledge and their sheer mental acuity and flexibility. One of the first "games" I witnessed actually arose out of conversation between two of the Camp's organizers, Dave Younce and Jason Morningstar. Before anyone uninitiated had arrived (aside from yours truly, that is) Younce invited Jason to tell the story of how he had slain the devil to earn his last name ("Lucifer" translating roughly into "the morning star"--I knew that much . . . from comics . . .). Off they went into a conversation worthy of long-form improvisation you might catch at Second City or Upright Citizen's Brigade, tying together ideas as though they had known the connections all along, and roping in passers-by to reinforce the tale. They didn't get to finish it, owing to Nerdly duties, but it was my first hint of how different this experience was going to be from any I had before.

When I last gamed, it was a pretty simple formula. One guy (or girl [yes-so there were girls!]) would sort of narrate a story that could change to a greater or lesser degree by the actions of characters, each of which was dictated by a player. Normally the objective was to win glory or overcome adversity for this character you were playing, which is in keeping with most teenager's power fantasies. The element of chance (Sure you use your vorpal sword, but does it actually injure the dragon?) was brought into play by attributing numbers to a set of skills the character possessed, and rolling dice to gauge whether or not those skills succeed in a given scenario. (You need to roll a fifteen to twenty to lob off a wing, and...you roll a one. Um. You pretty much just jacked yourself in the jaw.) Lots of control there for the one leading the game. If he (or she) don't say it, it don't happen.

The games I played last weekend, however, were completely unlike that. In fact, only one game I played had an established story going in. Almost every story began and ended with the players. Dice almost never came up as decision-making tools, and rather than goals of glory or redemption, they were of a good yarn. To sum it all up, I spent a weekend hiking, chopping wood and sitting down with accomplished storytellers creating really engaging, collaborative fiction. In brief, here's what I fell into:
  • Ganakagok - Man, did I luck out starting with this. It's a game set in an ancient Eskimo world, and we played it outside as the weather chilled and the sky darkened. Great stuff. Each person played a single, self-generated character, the game master gave us some elements to start off with and the rest was dictated by our choices and the drawing of cards specific to the game, each of which had an Eskimo word and various associations for it printed on it. We took turns telling our character's parts of the story, but each character could contribute within the system to another's tale. Blew my mind.
  • City of Brass - A more sort of established card game, this was set in the first French explorations of Africa, which sounds heavy, but included challenges to overcome such as "Cobras!" So it was wacky fun, too. Each player had a stock role to play ("Explorer," "Doctor," "Naturalist") and we played them to the hilt. Lots of fun, betrayal, and flesh-eating bacterium.
  • Inuma - Possibly my favorite, the first half of this game was a very effective system of building a world, or reality, starting with cultural standards (Alice in Wonderland, Professional Wrestling) and winnowing down to specifics. We ended up with a world that was an alternate dimension to our own, mostly water, with a sort of civil war between an oppressed, shape-shifting crow race and humans. AWESOME. We played in it after we built it, and I have rarely felt such a satisfying meld of understanding and discovery in improvisation.
  • Improvisation Workshop - Yes! Jason Morningstar and Friend Remi have had improvisational theatre training (which explains much of their skillz) and they ran workshops in it. It was great to experience this from the student side again after instructing all the Zuppa del Giorno workshops. I went in imagining I could relax into something I finally knew. I came out appreciating just how challenging the essentials of my chosen craft are.
  • Dogs in the Vineyard - This game is the one that had the most pre-planning, yet it still had a flavor of verisimilitude that some naturalistic theatre doesn't have. The world is a sort of fantastical/historical account of early Mormonism, in which the players play enforcers of the faith, or folks who root out evil in their midst. What's fascinating about it in the conflict system, which rewards one score-wise both for clever uses of character traits and for the experience gained from failure. Friend Younce ran this one, and his personal knowledge of Mormon history made it especially choice.
  • Zombies! (UniStat) - My last game of the run, this one was a very relaxed sort of system wrapped around a very fun concept. The world was a dystopian society inured in zombies, and the remaining humans have become super-powered free-runners, or traceurs, to adapt. Lots of action and dark humor to this one, as though punctuating my experiences with a reminder that it's all in the name of fun.
You may wonder what I take from all this as an artist, or someone professing to value The Third Life(r). I mean, the people who typically play role-playing games are comfortable enough to afford the free time and invest money in supplies. Can they be the teachers of artists? I argue yes, and for two reasons. The first is that gamers are participants in The Third Life, moreso for their apparent and supposed "disconnect" from reality. They build worlds, and live in them, and it doesn't get much more Third than that. The second is that this fun, this "escapism," is intense work that takes as much talent as skill. And good gamers make it look easy. They're storytellers in the best sense, not only believing in their tales, but living through them. You're in their world every time you pick up a book or watch a movie or simply daydream. At my best, I'm one of them. And after this weekend, I'm really, really proud of that.

I'm a gamer. And I roll 20s, bitches.