Forse . . .

Allora.


It's been about a week and a half in Italia, which means we're in our third day of classes with the students. This also means that I have finished my third day of Italian classes, which means that my grammar and syntax may come across a little...funny...at certain points of this. Mi dispiace! The good news is that this trip and its classes at Lingua Si are improving my comprehension enormously. The bad news is that it sometimes makes me say things like, “The gelato likes to me.”


I'm writing you from one of the more impressive views of mountaintop Orvieto, sitting at a park bench not fifteen feet from a sheer cliff's edge facing roughly northeast (I think). Behind me a little ways are the ruins of an Etruscan amphitheater, and my stomach is full of pizza. It's roughly three o'clock, and it's been a good day in spite of some challenges. Such as barely being able to walk down stairs for the past two days, my knees occasionally buckling unexpectedly toward the cobblestones. You might think that given my situation, nothing could be better. And that's true, in many ways. We teachers, David Zarko, Heather Stuart and myself, have had a week here to prepare before the students arrived last Sunday, and we made good use of it. We had many adventures and misadventures the which I will write about at some point when there's more time and convenient internet access – including attending la Prova in Siena, the dry-run of their famous horse race, il Palio. (You may have seen shots of that in the latest Bond movie, Quantum of Solace.) For now what's more pressing is to talk a little about the work.


It's fascinating, thus far, what's different and what remains the same when comparing this trip to 2006's. The reason I'm staggering about this year hasn't so much to do with drinking wine with my lunch; rather it's because this week we have four days' worth of commedia dell'arte master classes with Angelo Crotti. As anyone who's met Angelo knows, he is a man of great strength and energy, and he has no problem asking as much from his students. Monday he took us through an hour's worth of strengthening exercises that kicked off the pain-fest, and yesterday he continued with various exercises and added some very committed, very acrobatic animal movement. All this, of course, in addition to working on the many postures and movements of the commedia dell'arte archetypes, most all of which involve raised arms and deep stances. I love it, but next time I'll be training up to it rather more. Jogging, she is not enough.


It is an amazing experience, studying Italian all day, then working intensively on traditional commedia in the evening. Angelo's techniques, talent, and not to mention his gorgeous masks, make for a very challenging, expanding experience. Perhaps even more amazing is to watch the students – all with varying degrees of experience and context – take on these incredible tasks. Some of them have never even seen commedia dell'arte before, yet they're finding moments of great expression in approaching it. Most of them have little to know experience conversing in Italian, yet every day they manage to communicate more and more with it. (For me, for the first time, the language feels useful rather than intimidating – just as a personal sidenote.) Everyone's a little (okay – a lot) frightened of the ultimate goal: To perform an original commedia dell'arte scenario in Italian, for Italians. Yet that is just how we were in 2006 as well, and it turned out to be wonderful. I'm sure none of us expected to be able to hold a conversation in Italian on the first day of classes, either, but we all did.


The major difference between our last full program and this one is the amount and variety of training and practice we'll be making use of. In fact, we're only spending this week in Orvieto. Next week we'll be back for brush-ups in Italian, but largely we'll be in Aquapendente at Teatro Boni, our artistic host. There the students will take classes with Andrea Brugnera and we'll begin the work on the actual Scala scenario we're using, The Two Faithful Notaries. That, too, is when the major events begin. So far we've only had meal-oriented ones – and those are of course great – but starting at the end of this hard-working week we start seeing sights and shows. Hopefully I'll be able to write about those individually as they occur...or anyway, soon after when they actually occur.


I've done a lot of reflecting during all this, of course. Italy is enticing, exciting and extremely challenging to me, all at once. I've had some major (insofar as my experience extends) victories on the trip already, as well as some harrowing moments and, let me face it, outright failures. Yet the failures have been more productive, somehow, than I've allowed them to be in the past. We're trying to teach, after all, that risk and mistakes are great tools to improving communication. It seems I take that lesson more and more to heart the more I challenge myself in this way. God, is it challenging! Which is both an outburst of frustration and an exclamation of thrill.


I'll write more soon, e vero. Until then, may the gelato like to you as well, my friends.

Class Act

{

You've probably been 'blogging for too long when you start to feel, with every post title, "I must have used THIS pun before...."

}

I have a lot of semi-traumatic memories of school. I say semi-traumatic because, in spite of how very very real they were to me at the time, in light of some more adult tragedies it seems inapt to apply the same word. Still and all -- without that perspective and with the fiery, passionate, all-or-nothing stakes of youth -- some of these events were rather defining for me. I was thinking of one of the less traumatic (possibly even redemptive of...something...) ones this morning as I hurriedly recorded my lines for tomorrow's film gig in the hopes of absorbing them through audio osmosis. In a history class in what I recall as being my junior year of high school, I gave a presentation on the Israeli/Palestinian conflict, and afterward a guy who had given me a hard time in the past rather announced to the class, "Hey, you were acting. That was just like when you act." Somehow I had the presence of mind not to feel injured by this call-out (it was definitely an effort to draw negative attention to me) and I calmly responded, "Yeah, I was. I can do that." And sat down. And the class continued, my would-be persecutor left scratching his head a bit at why acting was allowed in class.

Yesterday I returned to Hunter College to teach

an Intro. to Theatre class

about the (living) history of commedia dell'arte. I've taught similar classes at Hunter before, though always a shorter class with more students, and to date always with my commedia partner-in-crime,

Heather Stuart

. This was, in other words, something of a new experience for me. Oh, and in addition to these circumstances, it was my first time really teaching solo for a class of desk-bound students -- generally non-actors who hadn't any expressed interest in getting out of the seats to try the work on for size. I was made a little nervous by it. (Ironically, I got three potential

In Bocca al Lupo

-ers out of them, but I couldn't have known that was a possibility ahead of time.) As far as I was concerned, I was there to lecture. In my own, inimitable style.

Said "inimitable style" involves quite a bit of amateurish waffling and tangential thinking.

The class went well, actually, I think. The teacher, Sascha Just, was complimentary afterward. Most of the people seemed to be engaged most of the time, and I certainly never ran out of things to talk about. There were gaffs, and the lesson plan needs more work for certain, but in balance I'd say it was a success. I was pleasantly surprised by some techniques I implemented that were half-planned, half-spun-out-on-the-spot; rather like working from a scenario. I asked the students periodically to imagine themselves in the shoes of a commedia dell'arte troupe of the 1500s; not in a "picture-this" way, but more actively, using modern equivalents and inviting them to draw images without requiring that they do so. This worked to wake them from note-taking stupors, and also helped us find a common ground when I got cyclical or tangential in whatever aspect I was covering at a given moment. "Where was I? Back to the piazza...." I also had the idea to tell them to interrupt me whenever they had a question or a reaction. They didn't take me up on this too much, but a little, and I was pleased with how it kept things lively and served to illustrate the level of interaction traditional commedia had with its unpretentious audiences.

I was acting. I was very much putting on a show. In another interesting parallel, though, it reminded me of the first time I used mask work in performance. This was not in a commedia context, per se, but it did involve a similar half-mask style. I was suddenly divorced from a powerful component of my acting -- my facial expressions. I had to relearn what read to an audience, which gestures and intonations would connect without facial cues, and I can assure you that it was a rocky start to demonstrating that particular skill. Hopefully I've improved since. Hopefully, too, I'll learn more and more about teaching a class in an actual classroom, as opposed to a theatre, or movement studio. I couldn't jump about too much there, and it affected everything from my method of description to changes in my overall energy pattern. I had quite a patter kept up; definitely could have afforded a bit more relaxation, but by the same token I believe my enthusiasm for the subject was welcome.

I left feeling very gratified. In a way, finding this new way of expressing the essentials of commedia dell'arte renewed my excitement for it, which will be very valuable indeed in the coming month. My enthusiasm while teaching in Italy will be genuine. I won't even have to act!

Er, wait . . .

Nerd Herding

I'm bad at it. Twice last weekend I was asked to help round up groups, and I failed in interesting ways both times, including by mis-hearing responses that were in the affirmative.

One of the aspects of

Camp Nerdly

that I appreciated for the first time this go, my third go (see also

5/12/08

,

4/11/08

,

5/8/07

and

5/7/07

) were the many cultural overlaps between stereotypical nerd culture and stereotypical camping culture. Both require an enthusiasm for making life a greater challenge, amongst other specific conditions that supposedly "normal" people would fear or disdain. Both involve improvisation, moderated with a healthy dose of research and acquired knowledge. Both generally associate with high-calorie foods. Both environments typically eschew the strictures of social norms such as fashion and strict codes of hygiene. So yes, camp is an excellent place for fellow nerds to gather, and be unabashedly nerdish.

I am one such nerd. In point of fact, I don't think of myself as a nerd per se; not because I find the term derogatory, either. Rather, I think specifically of a "nerd" as someone very intelligent and good with details. I am not

very

intelligent, at least not in that way, so consider myself something more along the lines of a geek, or dork. Spaz, too -- which I have fortunately parlayed into a rewarding career as a physical comedian. At least, it's philosophically rewarding, when in no way else.

Despite my self-imposed sub-nerd status, I am allowed (nay: encouraged) to ally myself with other nerds on an annual basis at Camp Nerdly. I just did so last weekend, getting my yearly dose of straight-edge, pure gaming. "Gaming" in this context, by the way, refers to just about any actively challenging effort that is endeavored largely for the sake of fun and entertainment. It was a special occasion in several respects, owing to the fact that

Expatriate Younce

was in attendance, all the way from Leeds. (That's in England.) I have a funny sort of response to gaming. Expatriate Younce actively encourages it, as do other friends of my hometown, while

Wife Megan

and many of her circle, at best, do not understand its appeal. So I have some strong influences on either side of the debate as to the relative value and appeal of gaming. Then I get to the actual gaming, and have a response similar to when I've been away from a rehearsal process for over a month: "Oh crap. I have no clue what I'm doing here." Of course, I gamely (see what I did there?) fake it until I catch up again. And how do I feel about gaming? Well.

The first game I played on arrival this year was a collaborative board game called

Pandemic

, and I have only good things to say about it.

Clinton R. Nixon

was the gamer who introduced it to me and my fellow novices, and we had a great time discussing strategy in trying to clear the world of four rampaging diseases. We also got our butts handed to us by the game, which only serves to make you want to play it more. Sadly, I never found another opportunity. It's way more interesting to play a board game that is both collaborative and difficult to beat than it is to play something like Monopoly, wherein a winner is guaranteed and somebody's going to regret buying real estate.

Next that night was a session of

A Taste for Murder

, run by another favorite gamer of mine,

Jason Morningstar

(perhaps cool names are indicators of future nerdom...?). We gathered at "The Castle," de facto cabin for any games likely to involve more adult themes, and we possibly made those themes more adult than they were intended to be.

A Taste for Murder

seems meant to be a story-telling game with a fairly strong and regular dice element, where the "winner" of scenes is determined by competitive rolls. The setting is like an Agatha Christie novel, and you choose your characters based on family and estate relationships, trying for a broad range of class/status. In the first act of play, the relationships are built up and controversy well-established. It culminates in

MURDER

. In act the second, the player of the murdered character plays the detective on the scene, and the back-stabbing begins. We played it a bit grotesque, I'm afraid, for the genre. Not enough class warring. I played the rebellious son of the estate, and all audio was recorded for the game's creator. Well, some. We kept running down batteries. It was a good game. If I ever play it again, I'll focus less on winning the game, more on building my character.

Saturday morning started out with a game called

Sons of Liberty

, a role-playing game that used playing cards to drive the game function. Essentially, playing chosen patriotic figures both real and imagined (much of the imagination having something to do with steampunkiness), I and two others played a card game against the house ("the house" in this game represented by one Mr. Jeff Hosmer), using our hand at a given moment and the resulting win or loss to narrate how that particular struggle against the Tories went down. In most cases, it went down to the ground, and Hosmer trounced our sorry, albe-they rebellious, butts. I played a saucy cross-dressing Frenchman, hungry for rebellion (non-historical, btw). It was a fun game, and collaborative in its own way. The balance between card play and role-play landed heavily on the card side, but this created a very urgent dynamic that was also fun. Imagine playing Spit, and having to make up a whole team-written fiction, simultaneously.

The early afternoon was my most undecided slot, yet ended up being the most overall satisfying experience of the weekend in terms of gaming.

Kagematsu

is a unique role-playing game in many ways. The game has most of the players playing the women of a feudal Japanese village, trying to woo and/or seduce a ronin who has wandered into their town, in the hopes of finding love and saving the village from some great threat. The history of the game itself is unique; dreamed up by a male-to-female transsexual who was contemplating female identities, and since carried through a fairly extensive development by her friend -- and Nerdly attendee --

Danielle Lewon

. In our game, a woman played the samurai, and I and three other women (including Danielle) played the women of the village. My character was a very young, innocent girl who loved the nearby mountains and cultivating bonsai. We conceived it all as taking place in a fishing village, one haunted by the spirits of the men lost at sea, and the story ended up being

amazing

. To make a long story short(er), this young ronin, out to prove himself, was variously wooed by very different women, none of whom wanted to tell him the problem of the village for fear of scaring him off. He eventually does confront the ghosts . . . and fails. Throughout this game, this growing story, we were moved. Some of us to tears. It was amazing. It was magic, nothing short of it.

My follow-up was similarly strong in narrative, although less of it was created out of thin air.

Montsegur 1244

takes a very cool, tiny section of history and makes a game of it. You are given a very specific setting, choice of two characters (a primary and secondary) and play through the story of about a year within a community that now-a-days we might be inclined to call a religious cult. Your church, town, stronghold has broken off from the church and set up a rather different set of beliefs, principal among them that earth, life, is in fact a kind of testing hell. It can be transcended, and those who do are religious leaders known as "perfects," who try to guide their people out of the cycle of imperfect, passionate living, into true existence. With pre-established characters, setting and scenarios, the game really takes a lot of the burden of narrative structure away from the players (something we appreciate in Zuppa del Giorno when trying to build a play from improvisation) but there's plenty of room to play in the cracks. I played a quasi-heretical patriarch and a young orphan boy, and the highlight for me was a scene played out with Mr. Jason Morningstar, who was once again running the game. We had a negotiation scene that crackled like good theatre for me; he may have missed his calling, that one.

Finally that day, after dinner, was a

Jeepform

free-for-all, run by Jason (people will say we're in love),

Remi Trauer

and

Emily Boss

. I wrote a bit about Jeepform last year after my first experience with it, and it still intrigues me. Essentially, it is a very interesting hybrid of improvisatory theatre and role-playing gaming. It has its own philosophy, and makes efforts to stand apart from both forms (as any self-respecting hybrid ought). This year was a somewhat more technical exploration of the methods and tactics -- as opposed to last year's straight gaming -- and one which eventually descended into Absurdist madness. Each of the leaders led us through a different Jeepform trope, all three in the context of superhero fiction. This was, perhaps, a contributing factor to the eventual eruption of silliness, as people (read: nerds) had a ton of clever ideas about how to riff on comicbooks. They tried to tell us: The best choice is an obvious one. And we tried to listen, but by the time we got around to the fourth section -- a trial held in a strange,

WH40K

-inspired universe -- the gaggy gloves were decidedly off. I was as guilt as any, and it was a little too much fun to stop. Yet the surprising virtues I observed about Jeepform held true. People were taking turns, not interrupting, and a story was gradually developing on its own.

There was much discussion after that, rather late into the night (late by fresh-air standards, anyway), about gaming and improvisation and story-telling. There's something about people being excited to talk about that which is oddly fulfilling for me. I went to sleep feeling quite sated.

Sunday mornings at Camp Nerdly are often hungover affairs, but not the usual variety. People are bushed from all the thinking and playing of the day before, and many elect not to play anything at all, but there is a slot for gaming between eating and cleaning up the site.

Mark Causey

filled my slot (hey now) with a little game called

GHOST/ECHO

. It was reminiscent of my first year and Nerdly, when I discovered just how much fun it could be to create a whole fictitious world from the ground up. Of course, as an improviser and writer, I do this all the time, but I take it for granted somewhat. It's a means to an end. Putting it as the primary purpose makes for some lovely synchronicity, especially when its collaborative, and thereby synergistic.

GHOST/ECHO

offers nothing but variables, an idea for context ("aetherpunk," says the ad) and a device for conflict resolution and lets the players make the rest up. It would be a tricky terrain for someone unused to working without rules, but for someone like me who knows roughly what to expect, and just wants to run free imaginatively -- a lovely way to spend a Sunday morning.

And like that, it was over. Some mopping, some laughing codas, a bus ride for me and the next day Expatriate Younce was bound homeward as well. My annual alliance with 50+ smart, creative thinkers done for the year.

When I was too young to fully appreciate the sentiment, someone mentioned to me the following axiom: When you are young, you love someone because you need them; once you have lived, you find true love when you need someone because you love them. I knew I was too young at the time I heard it to fully appreciate it, but there's nothing to be done about that. We all grow in our own time, and can only listen to the advice we are ready to hear. Yet I remembered it, and whereas it concerned me, made me worry about the nature of this or that relationship, when I was younger, now it is a comfort to me in all of my loves. When I was a kid, and started gaming, I loved it, and I really needed it -- for interaction, to work out my own fears and ambitions and to feel accomplished. And now, I love it. It wakes me up, engages me, gives me ideas and allows me to make the big picture the priority. I'm made happier by having it a part of who I am and what I do. And that's a great feeling.

Metamorphoses

On Friday, I did something pretty neat. Once again I visited the Steinberg Lab at NYU to help the undergraduate playwrights there hear their work aloud. Instead of reading one or two excerpts, however, I participated in at least five. They're gearing up for a presentation of a ten-minute segment of every student's work, and needed a day of hearing a bit of it all. The workshops at NYU are often an exercise in improvisation and flexible characterization (

oh-ho, it seems I'm a mine worker - all right, I'll be gruff and... - who wears pumps and is accused of singing soprano... - okay, I'll spin it Harvey Fierstein...

) but this took that adaptability to a different level for me. It's wicked fun, even when you face plant on something. Reminds me of role-playing games.

Speaking of which,

Camp Nerdly

is coming around again, and

Expatriate Younce

is actually venturing back from across the Atlantic for it. It doesn't commence until the end of May, so I've plenty of time to fulfill my promise to myself to run some event this year.

And on Saturday I attended a suggested-donation dance concert at

DNA

. Friends

Matthew

and

Alessandra

were performing a duet of Matthew's, and I was pleased to find that it was accessible for me. Modern dance often isn't. (Or, perhaps more accurately, I'm often not accessible by means of modern dance.) There were a number of dances in the mixed program that I thought were quite good, and at least a couple that didn't shy away from having a sense of humor about themselves, which I always appreciate. One dancer in particular seemed perfect for my much-imagined "cartoon show." If anyone could convince you of running off a cliff and hanging suspended for a few seconds, I imagine it would be this fellow. Matthew's dance, on the other hand, was quite serious in its delivery and content. The hour-long program, called

Visa Voices

(it was choreographed by invitees of DNA's pool of students from other nations), was a very mixed bag indeed.

Occasionally I get frustrated with my limitations regarding my capacity for change. This may seem odd, coming not only from an actor, but from one who rather specializes in physical characterization and playing multiple roles in a single performance. It's my urge to transform that motivated these directions in my career, though, and I suppose that urge goes deeper than the boards. I wrote a few days ago about the merits of being able to switch rapidly between activities (see

4/23/09

), and now it seems to me that this virtue -- as I see it -- is closely related to my priority for change. As frightening as change can be when unbidden, sometimes I crave it so much that it's a little consuming. Spring is a good time for this, actually. It's what gets me out the door and jogging again, as it finally did this warm morning.

There are limits to what we can change about ourselves, of course, and I suppose recognizing those limitations is a valuable ability in some regards. Still, I enjoy imagining the possibilities more. When my life seems to be especially set, or even staid, I try to remind myself that life has been the most unpredictable story I've ever known. Even at its still moments. In fact, sometimes especially so. That doesn't mean I'll stop aiming to upset the routine. It does mean that the "routine" is changing even when it seems not to be, adding new steps, twisting the story and sometimes even altering my character.