Rabbits from Hats

Hwaet:

Zuppa del Giorno

is returning to Italy. Some are flying out as early as the 6th, but I don't depart until the evening of the 8th. We all come flocking home the 21st. In between, we are scheduled to perform at several theatre festivals, thereby offering up our very first solicited original work abroad. It's an incredibly exciting opportunity, and one on which a lot relies. We will get more exposure than ever before, and exposure specifically to theatre artists we want to involve in

In Bocca al Lupo

, and collaborate with on other projects. People will judge us by what we do, and their opinions will dramatically affect our ability to move forward with an international program, be it educational or performing, or both.

And we have no show to perform.

You might suppose that a troupe specializing in improvisatory theatre would relish this situation but, if so, you'd be wrong. Call us nancies, but when this kind of thing is on the line, we generally like to have something pretty tight put together. Then, should circumstances flatter it, we might depart from our show to enjoy a good tangent or two. How do we find ourselves in this particularly awkward position? Well, these trips always seem to pull together at the last of all possible moments, and commitments can be tough to come by. Our intention had always been to somehow resurrect (read: restructure)

Silent Lives

for performance in Italy. Not only do we not have the time nor resources to accomplish that, but one of our numbers has a conflict and can not join the trip. That leaves me and

Friend Heather

to conceive, build and perform an hour-long, wholly original show.

Friend Heather moved to Scranton about a year ago. Which kind of makes me want to smack her right now. (But Heather's always kind of fun to smack, anyways.)

So we've met a total of three times -- repetitions of three being

inherently

funny -- for about four-hours-a-go to develop a show we can perform between the two of us; a show that is not verbally language-based, that is easily transportable and, one hopes, entertaining as all hell. No pressure. Prior to these rehearsals, we collaborated over email a bit, as we are wont to do, unless we actually set up a

blog

or

two

to coordinate multiple input sources (read: folks). I wrote out a strenuously over-involved, quasi-scenario (for three; this was when we thought we still had three with which to work), and Heather wrote back with her version of the same (including such useful responses as, "I'm not sure about the sock puppets..."). After all this, we met in New York to "rehearse," and, as though I hadn't enough to thank her for by now, Heather took the onus of the travel upon her martyred self.

I'll skip to the end a bit here, to say that what we now have is a largely silent clown piece that -- we hope -- should take about 45 minutes to play out, about a couple growing up and old together. How we got there was a good deal different from creative processes Zuppa del Giorno has heretofore engaged in, driven as we were in a unique way by necessity. Heather and I actually have a couple of ideas for independent collaborations together that we discuss whenever we're frustrated with whatever we're supposed to be working on, but none of these ideas could be squoze (is SO a word) into the framework of our festivals. Given our limited time to develop the show, we elected to mine previous material as much as possible. Which, oddly enough, is a very traditional commedia dell'arte thing to do. After four years of working together, we have several lazzi that can be dropped in to whatever we do.

Our first thought was simply to compile all the couples we had played in Zuppa shows (Heather and I are the Burns & Allen of northeastern Pennsylvania) into a kind of review. The trouble with this idea was that most of our couples spoke as part of their characterization, and it didn't provide us with a simple through-line, which is something we knew we'd need. You can pfutz about with conventional narrative, sure, but we have enough problems confronting a language barrier. Eventually, we recognized that the characters we had played could be pretty handily slotted into different stages of life, which reminded us of our conceit of three people growing up together in

Silent Lives

. So when we met, Heather and I immediately started playing with old-couple characters. It was the least-explored aspect of a life-cycle for us thus far. She had recently played an older woman in

Time, Timing, Timeless

, and I had a farcical old man in

Legal Snarls

, but never together and neither with any romantic or quibbling overtones. So a matter of days ago, we met in an aerial acrobatic rehearsal space in Williamsburg and explored.

More to come on this piece as it progresses, but David (Zarko) has already had to title it for submission:

L'amore e' mazzo, ma buona

(

Love is Crazy, But Good

).

So Low

Last night was my solo clown debut.

Well, not precisely. I have done a number of solo clown performances in my time. Last night merely marked the first time I did so on an actual stage. Up until this event, my solo clowning was largely busked and/or filmic. In fact, I volunteered for the festival hosting clown and puppet events because I wanted to have a good deadline for adapting this particular solo routine to a stage. Plus I was desperate for work, at the time. Naturally, I completely ignored this opportunity to

work

on the piece, and found myself panicky all day yesterday, contemplating exactly what I was going to do up there that night.

It went okay, rife with the peaks and valleys I might have expected from a debut work in a nurturing yet unexpectedly intimate environment of strangers. I didn't, of course, expect these variances in my experience. No, I find that when contemplating performance I'm usually surprised by the comparisons between my expectations and the experience. I expect complete victory or total failure; the median is difficult to imagine, the variable completely confounding. This is possibly because the more intense the stage fright or adrenaline, the more apt I am to think in absolutes. Or, it could be that the (utterly erroneous) stereotypical mentality of a struggling actor has infected my imagination deeper than I, er, imagined. In other words, the idea that

just one big hit

could change everything for me may contribute to the absolutes I contemplate. Either way, the product was, in some respect, just like every other. Some things went over great. Others, not so much.

I have yet to attempt any kind of monodrama, or extended solo performance as such. Outside of a few scattered soliloquies, I'm always acting with other performers. Last night I found a popular axiom to be doubly true and especially so for live silent comedy: When you lose the audience, there's no one to turn to but yourself.

Not so backstage. The worlds of circus, clown and other "gig acts" is a small one anywhere, I'd imagine. That goes double for New York, where you're just as likely to run into your babysitter from age 5 as you are to never see current friends who live just two neighborhoods over. I happened to get ensnared in this show's clutches through an email sent out by one

Ms. Jenny Lee Mitchell

requesting acts. I know Jenny through

Friend Dave (Berent [nee Gochfeld])

, whom I know through Friend Heather (whom I know from having worked with her in

Zuppa del Giorno

), but I also knew Dave as the more male half of

The Kourageous Kiplingers

, and vaudeville act he did with

Friend Rachel (Kramer)

. Dave and Jenny have also done shows with

The Northeast Theatre

(which is the home of Zuppa del Giorno). I did one of those with Dave, but not Jenny. BUT, I did do

A Lie of the Mind

with Jenny's mom, Emily Mitchell, long before I ever met Jenny herself. And finally, who was MCing last night, but the very same clown act,

Bambouk

, that was recently recommended to me by the good and fine people at

Bond Street Theatre

, whom I met through working with

Cirque Boom

(which is also where I met Rachel).

It would seem, after this assault of name-dropping and six-degrees-of-network-makin', that I had all the world backing me up as I prepared for my show. Didn't feel that way, though. Felt very, very alone. Each performers was doing his or her own thing, for the most part, and I was in an advanced state of freak-out. It reminded me of the intense stage fright I felt just before the first show of

Noble Aspirations

, Zuppa's first production. I stood backstage, the first to enter for that show, and suddenly realized, "I have no script. I HAVE NO SCRIPT! It's just

ME

out there!" I did all I could to dispel it, and I actually owe a debt of gratitude to one half of

Bambouk

,

Brian Foley

, who stood in front of me and asked, "So, could you use some distracting conversation, or are you better staying in the zone?" Thankfully I had the presence of mind to opt for conversation, and it made for smoother passage into the time spent along backstage.

The trouble in adapting the piece to the stage was in taking some of the fun of its original venue(s) -- places where people are relaxing and not necessarily expecting spontaneous fun -- and translating that into a stage setting, with an audience that had

no choice

but to pay attention. This is a powerfully appealing aspect: choice. It may go a long way toward explaining the historically recent success of cinema over live theatre, in fact. Theatre, in the conventional sense, is a gamble. A movie costs little (comparatively speaking) and can be voluntarily escaped in any of its forms. Walking into a theatre, you know very little about what to expect, and can get subjected to something confusing, unappealing, or just plain ill-executed. And there seems to be no escape. The space I was performing in last night had the advantage of being intimate, with very little audience/performer separation, but that was just about its only similarity to the piazzas I was used to doing the piece in.

What I did to adapt it was very much shaped by having to create an entrance. In the square, you just start acting doofy and see what grabs people, then mold your performance based on feedback and a skeleton. In the theatre, you need to put them at ease, to apply balm to their sense of disorientation at the beginning of any new piece. In public, you grab them, and they tell you where to go next. In the theatre, you have their attention, and then you have to justify it. (Speaking in generalities here, of course; much overlap between the venues.) Needing to create an entrance helped shape my given circumstances. Whereas previously the act was based on the idea of the character as a quasi-homeless, drunk reveler who interrupts a party, last night's incarnation was an awkward fellow

escaping

a party into the kitchen. This allowed for a less invasive characterization at first, and my hope was to put the audience a bit more at ease. Also, whereas previous incarnations took place amongst relaxed (often inebriated) party-goers, this crowd, at a relatively early show in a theatre, seemed to me more likely to be at the energy of such kitchen-clingers. It also allowed for my using a song I have longed longed to use in a show; it closed with the irascibly awkward "

You'll Always Find Me In the Kitchen at Parties

," by

Jona Lewie

.

And it worked fairly well. I would say, all factors considered, I had the audience pretty well on my side throughout. They did best with bits in which I suffered and they weren't threatened. (This would seem natural enough, save for experiences I've had in which the only way you could begin to entertain certain audiences was to mix things up with them.) Keeping things simple, singular, and taking one's time is essential in clown work. The piece suffered the most at times when I got carried away with my energy, racing the audience and only pouring on more fuel if I felt myself losing them.

The scenario is that Lloyd Schlemiel (my noseless [or silent-filmic] clown character) is trying to quietly escape a party. He backs into the kitchen, all the while munching on Cheetos(

R

) from an orange bowl. Once he's cleared the doorway, he closes it, and the sounds of the party fade out. He breathes a sigh of relief, and raises another Cheeto to his mouth when he suddenly notices the audience. The Cheeto snaps in his hand. He races for the door again, but is too scared to return to the party, so turns to the audience and makes due. From there it proceeds along fairly typical Lecoq lines, with dabblings of silent-film comics thrown in here and there. He adjusts his clothing, thinking the audience will better approve of him. He decides he doesn't like his hat, and trades it for the "bowl" he was snacking from, which proves to be a mistake. The rest of the sequence involves his trying to escape this hat, which just won't leave him be. He tosses it away, and it returns to him. It clings to his head, despite acrobatic endeavors to remove it, and obscures his vision. He finally frees himself from it, but it's changed him into an extrovert. He performs a striptease (only down to undies, mind), puts the hat back on and rejoins the party.

It needs work, even in verbal explanation, but the performance was a tremendous jump forward for me in making discoveries about it. My hope is to break it out in Italy a bit, and play with it there. We can only pray that they sell Cheetos there. Hell: They end in an "o." They probably are Italian.

Carnie Corporation

The Women's Project

is a great organization that I was proud to be a part of for a short time this spring, helping to develop and performing in

Corporate Carnival

. (I also managed to accidentally lampoon their ideals while performing for them, which just goes to show that I am a consummate method actor. While playing a rather right-wing-inspired character, I complained of "sounding like a girl." THE CHARACTER complained of it, I should say. Yes. The character...) It was something of a unique experience, however. I entered a process with which I was ostensibly very familiar -- collaborating to create original material based on a few clear themes, using improvisation and incorporating circus and other "physical theatre" skills -- only to be surprised by how different my experience was from working with

Zuppa del Giorno

,

Kirkos

or

Cirque Boom

.

The first strangeness was getting the gig at all. I auditioned for

Corporate Carnival

way back in February, I think, when I was still unemployed. (Part of the reason I'm so crazy busy these weeks is my panic to book any and every bit of work I could find during that period.) I assumed that train had sailed, yet I heard back from them months later about my being a part of their "temp" squad. Judging by the email that offered me this slightly dubious-sounding position, that initial audition was intended to see if I suited their needs for the main cast, and they just kept me in mind for the sort of filler/choral needs fulfilled by the temps. Judging by my having performed in nine shows last week, I think we can safely say that I accepted their offer.

The greater strangeness came from becoming involved with the show at a later stage of its development, and being asked to contribute (in a limited way) to its further development. It felt strange to be included at this point because I had to play catch-up on the ideas that were feeding into the show's concept. Yet no one was actually talking about "the concept," because half of the people there were so familiar with the dialogue already that they didn't perceive a need for it. At least, that was my interpretation. I also found myself immediately confronted with this approach to play-building: "Okay. We need a commercial for a pharmaceutical drug that cures the 'Mundays'. Go outside the space, build one, and then come back and present it." This is much the way

As Far As We Know

gathered material, so I had to pause to remind myself that this was not, in fact, the same show. It's a good technique in a group with an established rapport, the members of which can enjoy and contribute freely to the work. It's a little, well, weird when you're a group of strangers who have little-to-no concept of what you're aiming for in terms of mood, idiom, etc. Still, we did all right, I think. It felt a little bit like the kids' table at Thanksgiving, our temp crew. But that was fun in its own way, too.

The ultimate strangeness, however, was how different it was to build what was ostensibly a circus-themed show with people who were predominantly concerned with the theatre. ( I believe -- and I could be grossly mistaken here -- that I and

Richard Saudek

were the only ones in the cast with previous circus performance experience.) I've gotten quite accustomed to running up to my fellow performers and shouting, "Hey! Let's see if I can throw you over this wall!" The accustomed response is, "Okay!" Now I tried on for size, "You mean, like,

representing

throwing me over the wall, in a clever pantomime?" Richard actually suggested a bad-ass assisted flip that he could do, that we demonstrated on the first try, yet it never made it into the show. I did get my little acro-influences in here and there. Some weight-sharing, a shoulder-sit. The rest of the actors also really incorporated new skills onto the bottom of their resumes, too. Just about all of them are way better at juggling now than I am (not hard, but still). It wasn't a lack of skill or eagerness to learn; just a whole different perspective on things.

The experience was good, however. Great, intelligent and talented people. Probably a little bit more intelligent and talented than the particular idiom in which they were performing, but what can you do? Work is work. It does compel me further to get organized and make my own circus/theatre show and/or troupe. God's winding up with a 2x4 on that one. I've gotta get in that . . .

Update, May 28:

Friend Sara has posted an

encyclopedic range of photos

from the

Carnival

! Peruse!

Mutually Beneficial

Last Monday, routed through my association with

Cirque Boom

, I performed at a benefit for the

NYFA

. They're wonderful people. They even sent me a thank-you card for the event. They paid me,

and

they formally thanked me. It's enough to make an actor feel sort of worthwhile. (Which we'll have to put a stop to immediately, of course. If we start feeling worthwhile, nobody will be able to enlist our services for little-to-no money, and before you know it it'll be work, work, work for actors everywhere!) And, in the week that followed, I developed a busking/greenshow routine to perform in the half hour before

The Women's Project

's show,

Corporate Carnival

, which I performed in all week down at The World Financial Center (see video

here

). So it's been a very busky, walkabout-performance sort of past week for yours truly. This is a form of performance that represents a lot of the income a specially skilled actor can pick up here and there. People are constantly interested in creating memorable events, or events with themes, or just an "event" in general, and performers seem a really creative way to do that. I applaud people who are interested in employing creative artists for their affairs.

It does not, however, mean that it's necessarily a good idea.

An actor has to be smarter about his or her craft than anyone who employs him or her when it comes to this kind of job. If you're cast in a regular play, with rehearsal time and a script and a director who's competent, there isn't necessarily a need to be the authority in the room. You may do your job best, in fact, by being a bit more of an empty vessel, ready to receive the influences of the process you're about to put your all into. But when you're asked to pitch your innovation into the ring for a semi-improvised solo performance, you'd better see in all directions at once and be ready for any and everything. Because -- and here is the rub -- the people asking you to do something generally have very little understanding of what exactly they're asking you to do. I believe the thought that goes into this sort of notion is something along the lines of, "Oo! Live performers! It'll be like

Moulin Rouge

!"

To be fair, the two gigs were very different (in spite of both having the word "carnival" in the title, a detail that made my inbox a very confusing place for a while there). The benefit was a costly evening affair in a restaurant in midtown, with wealthy arts patrons and alcohol, and the greenshow (so named because of the tradition of apprentices-to-the-theatre trying out their acts before the show on the "green" outside) was for all sorts of working types in a public space during the daytime. The purpose of the first was largely to entertain. The purpose of the second was also to entertain, but more important was to spread the word of the upcoming free show and thereby garner more audience for it. Still, there were common lessons to be learned by the performer in both.

  • Be a performer, not a salesman. For some reason, the more your act promises to assault the audience, the more excited your producers are likely to be about it. Perhaps it's their imaginations vicariously enjoying the power play; I can't say. Whatever it is, you mustn't succumb to it. The secret to a great busking act is to make something that invites people to participate, rather than forcing them into it. There are many ways to do this. If you're a walk-about character, you can simply look eccentric enough to elicit comments, and that's your in. If it's a little more presentational, you could dress normally, and invite attention more with your actions. Either way, you're not going to get people to play by telling them they have to play.
  • Suit the performance to the environment. This seems obvious, but often times predicting your environment can be tricky. Maybe you don't know exactly how it's going to be set up (see the NYFA event) or exactly how much expectation your audience has of finding a performance going on in a given space (see the Women's Project busking). Be prepared to adapt. The performance I prepared for the benefit turned out to be totally inappropriate for how the space was laid out and what people were there to do, which was pay attention to one another. I tried to adapt, but couldn't be flexible enough to put people at ease and still entertain. I had more luck later in the week, when I went from a very invasive hypnotist character to a very simple, friendly guy who occasionally does physically eccentric things.
  • Speak. I love silent characters, and play them whenever I get a chance. When I busk on my stilts this is fine, because it serves to somewhat undercut the magnificence of a nine-foot man. Plus, you've already got their attention. I planned a mime-like character for the benefit, which seemed like a great idea at the time (he was a consumptive poet, who wrote on mirrors with paint marker) but ultimately did not play out to my . . . uh, benefit. It takes special circumstances to effectively play a silent character in a busy environment. When in doubt, use your gob and be heard.
  • Love what you do. Busking is freaking tough. It takes a ton of energy, concentration and thinking-on-one's-toes and -- as if that weren't enough -- is rarely unequivocally appreciated. So it helps if whatever activity you're utilizing in your act, be it singing, dancing or self-aggrandizement, is something you genuinely enjoy. Because you'll be a doing a lot of it. And you'll often be the only one who cares.

I would be remiss, however, to offer tips to the performers of public acts of entertainment without nodding my sagacity toward the audiences as well. So, a few tips for the rest of you:

  • It's okay. Everything's going to be okay. Remember when you were five or so, and you'd go out on the playground and someone you didn't know at all would just start playing with you? That's all this is. And it doesn't hurt, I promise. We are neither homeless nor crazy; just playful. And it's only humiliating when you fight it.
  • Change is good. Have you ever been to a cocktail party, and run out of things to say? Awkward, no? You know what changes that? Good stories. Which come from good experiences. Which comes from saying "yes" to opportunities that come at you from outside your routine. Keep saying "yes." See where it takes you. It's hard to frown whilst saying "yes."
  • Your status is safe. We aren't here to discredit you, or lay disparaging remarks at your doorstep. If anything, we're here to revel in our own shortcomings, such as they are. There really is no need for pithy responses and one-ups-man-ship. Don't you get enough of that in the daily struggles of normal life? Let it go and be amused, if by nothing else than at least by the fact that there are still people in the world more concerned with your enjoyment than their own dignity.
  • We don't want your money. Okay, well, yeah, we do. Give it to us, if you feel that's an appropriate compensation for whatever we do. (It'll feel surprisingly good to do so; I promise.) But we'll take a receptive audience over a monetarily generous one any ol' day. You don't have to hang back, or hide your appreciation. As that guy on the subway often says, "If you can't give a penny, a smile gets me by, too."

I should conclude by confessing that I'm feeling a little old for busking. I don't mean to say it's beneath me, in any way. Busking can be one of the most rewarding examples of that mysterious alchemy between an audience and a performer, and I treasure several experiences of that I've had. It's just that I couldn't help but remember how joyful I used to be about getting out on a floor to do that, how simultaneously terrified, in my twenties. Now I found myself thinking, "Meh. Here I come, trying to give you something you didn't ask for." Which attitude, of course, might account for some of my angst in the doing of it. Either way -- chicken or egg -- I think I'll be taking a little break from busking. I think that will be best for both of us.

Stories about Story Games and their Story-Gamers

Weekend the last, I did it again. I ventured south and stopped in at

Camp Nerdly 2.0

, a role-playing and story-gaming conference that is held annually in NoVa, and which was co-founded by

Expatriate Younce

. You may recall that I attended teh Nerdly for the first time last year (and if'n you don't, see

5/8/07

), which was a somewhat grandiose personal return to gaming in general. I was a D&D geek back in my early teen years, but lost touch with that community as I got older and committed more time to theatre, and other distractions. My best and oldest friends, however, still game regularly. They're good at it. Camp Nerdly is my opportunity to take a little time off from acting to visit them in their world and, uh . . . act.

The breakdown of my time is very nearly a progression from discomfort to comfort. The games I feel most at-home with are, naturally, those more focused on characterization, improvisation and storytelling. The ones I feel like a nerd who's out of polygonal dice in are those in which the emphasis is on . . . well, polygonal dice. And other devices and systems of applied conflict resolution. (Most of the other Nerdlians thrive on these, because they're wicked smart; if a game involves math, I tend to feel as though I'm trying to figure out my taxes.) The first game I played was called

AGON

, and involved a bit of such conflict resolution. Fortunately,

Friend Davey

was there to see me through the 1d12s (if I was lucky) and the interconnectedness of the players' rolls. Thereafter I played

Valkyrie

, a game in "playtest" (in development) that was mainly a team strategy game involving cards and quantity relationships. After that was a brief sojourn into a board warfare-strategy game called

Memoir '44

(the success of which I very much owe to Davey again), and then another playtest, this one for an RPG based on

Hamlet

called, aptly enough,

Something Is Rotten

.

The Upgrade

was my first "jeepform" experience, which is essentially a role-playing game that takes after improvisational theatre, and the last game of the weekend was

Zendo

, a competitive deductive-reasoning game. So by-and-large, I progressed from incapability to comfort, insecurity to confidence. Rather like a rehearsal process.

I'm not sure I had the same profundity of insight this year as I had last, but I attribute that to there being less novelty this time around, less of a surprise in having had a good experience. I did spend some time meditating on the similarities between theatre and gaming, naturally, and found a few ideas that are helpful to both. One unexpected benefit, however, was to spend so much time playing with two old friends in such a way that we were often mentally working hard together. Think about it: When you see your friends, do you more often aim to relax and let go of strategy, or engage in complicated efforts at problem-solving. Both types of activity hold merit. I don't do nearly as much of the latter as I'd like, particularly with my buddies in NoVa.

AGON

is a game set in mythic Greece, in which the players work as a team to complete some kind of mythical mission (think Odysseus), but also to come out on top, as the hero who accumulated the most glory (think Jason ["and the Argonauts," not "Morningstar" {although, you know what--

think him, too

}]). This game was run by

Remi Treuer

, who did a great job creating an engaging story and rolling with unpredictable players, though the mythos got a little bent in the process. (In this world, Kore [Persephone] and her mother apparently had some kind of resentful relationship causing spring weather when she descended to the underworld, and Orpheus was double-timing Eurydice with her.) I was

way

out of my depth with the system (which is relatively simple, but...you know...) but suffered more from having a pretty weak sense of the character I had designed for myself. I had meant for him to be a spy sort, a cunning lurker, and he ended up serving the game best by singing (of all things) most of the time.

In Jason Morningstar's

Valkyrie

, one plays a German dissident during the latter eccentricities of World War II. One does so for as long as one can, I should say, since there is the distinct likelihood that one will be investigated by the SS and summarily executed during the game. In fact, only Friend Davey survived the experience in the same avatar throughout. Again, I was a slow monkey on this system, but I certainly picked it up better than I did

AGON

, and the teamwork appealed to me far more than the blend of teamwork/glory-hounding. Plus the game makes for Nazis killing Nazis. That's, like, the universal equation. In spite of the thrill of succeeding to assassinate Hitler and create an uprising against the Nazi party, the game did ultimately lack much of an involved character-play or storytelling element, at least the way we played it. Not that I necessarily consider that a fault, mind. It was hella fun, and you could do it with a campier crowd than we determined conspiracists.

Thereafter,

Clinton R. Nixon

(whose name I must admit I envy) invited me to play

Memoir '44

, and I had immediate post-traumatic stress over every lost game of

Risk

I ever played. But when Clinton R. Nixon invites you to play something, only fools dare refuse. Let me tell you something:

Risk

is for little jerks who can't figure out the concepts behind checkers. (That'd be me; fortunately, Friend Davey was there with his able strategisms once again.) The best part about

Memoir '44

is the way it weaves chance into strategy through its use of randomly drawn cards for available actions. I'm buying it. End o' story. (Though I may go for one of the less based-on-actual-human-tragedy varieties. So now: True end o' story.)

Kevin Allen Jr. is featured in ma' 'blogroll. If you've never yet been to

The Mountaintop Lair of Alex Trebek

, go immediately, and once there, shave your head in devotion. It. Is. A. DELIGHT. (If you're an utterly cynical geek [which I is].) I met him at Nerdly the First, and when I saw he was running a game that was a "hack" of

Hamlet

, I knew I had at least one time-slot permanently filled.

Something Is Rotten

was very much in playtest, so half of our time was spent in (fascinating) discussion of how to make it operate better as a game. There was actually some confusion on my part as to whether Kevin was aiming to actually make a game, or rather use gaming to gather ideas for a story he wanted to write. It hardly mattered. The playing was great fun for me, weaving in references to the play some times, and at others completely disregarding conventional concepts of the characters. For example, when I played the Hamlet-type, he was outwardly angry with the Claudius-type, something he could never do in the play. And at one point I jumped in as a yokel waiter in a diner, spreading the rumor that the circus (or, the players) were coming to town. I walked away renewed in my enthusiasm for the idea of blending improvisational theatre -- audience and all -- with gaming, which has been a topic of much musing 'twixt Youncey and me.

The Upgrade

continued the trend of the improvisational, though this with less of a story-telling aspect, and more of an emotional and status-combat interplay. Clinton and Jason (Jason had also been in on playing

Something Is Rotten

, which naturally ruled) ran this game, which is modeled after reality TV, specifically shows that involve couple-swapping. The game is considered a "

jeepform

" one, which is a Finnish style of game that has the most in common out of any game I've ever played with the sort of long-form improvisation that

Second City

is famous for. J and C were assisted in the running by a couple of more experienced "jeepformers" by the names of

Emily Boss

and

Epidiah Ravachol

, who played ancillary characters and offered great perspective on how the game went when all was said and done. I could go on and on about this game, but the most significant experience of it for me was how uninvolved I made myself. This was owing to being AMAZED at what I was witnessing. Over the course of a couple of hours, I watched a large group of non-actors progress at amazing speed through stages of development as improvisational actors. By the end, something amazing had happened. People were no longer chasing punchlines, but feeling involved in their characters' struggles. We had a group scene with six people in it and boisterous action throughout, and as if by magic, everyone managed to pass the focus without interrupting, overlapping or lagging the action of the scene. DO YOU HAVE ANY CONCEPT OF HOW DIFFICULT THIS IS? I'm still reviewing the events in my head. I'm sifting through cause-and-effect, and believe I'm heading toward the conclusion that a relatively non-competitive game environment, if nurtured and given its own time, promotes communication. Profoundly. More on this . . . well, for the rest of my life.

My Nerdly excursion ended with

Zendo

, and that was fine. A little anticlimactic, but challenging and fun. It was interesting: Davey and Mark and I were planning to sort of huddle to ourselves over this (or another) game. But people became interested. By the end, there were some eight-to-ten people playing or watching (mostly playing), who had been drawn in by the camaraderie. My initial impulse was to resist this, to stick with the monkeys the scent of whose poop I recognized. But we're not monkeys, and Nerdly is all about making those new connections through games and teamwork. It seemed to me this year, for whatever reason, that Nerdly was less well-attended than last. That's problematic for me, because it's an event that is fun, cheap, accepting, beneficial and, ultimately, important. You can develop and expose your game there, you can meet new friends, etc. But what's really unique and important about Camp Nerdly is the way it improves seemingly everyone who attends. Everyone grows, opens up a bit, and learns. Never mind that it happens through gaming. Or, rather, take note. Games are good for you. I want to make Camp Nerdly live, and next year, if I don't have a career obligation that irrevocably conflicts, I'm going to run a game there.

More about it down the line. My thoughts about gaming as it applies to theatre require their own entry.