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Auditioning can be a scary thing. If youre familiar with the theatre racket, it may seem
daunting to go into an audition where there really isnt any preparation you can do to be ready
for whatever we throw at you. With that said, if youre unfamiliar with the theatre racket, it
may seem horrifying to go into an audition where there really isnt any preparation you can do
to be ready for whatever we throw at you.
But DONT PANIC! Were here for you!
Auditions may be crowded, but I promise you they wont be scary. Especially because
this is the walkthrough guide youve been waiting for! Here it comes: The Breakdown.
The Breakdown:
Auditions are simple. If you attended the Open Practice, than you have an essential idea
of how theyll go. Game-by-game, well get folks up there to show us what theyve got. The
process will begin with some procedural stuff. Filling out forms, getting names, so on, so forth,
and then well begin. Were still working out the order in which well have people come up, but
leave that worrying to us. Well be playing games more than once in order to see you use as
many skills as possible, but be prepared not to get a go in all of them. Numbers are tight. Godwilling, your audition group will be small but potent. Now, I know what youre probably
wondering now. WHAT THE HELL GAMES ARE WE PLAYING? Well, wait a second!
GET READY
1
Skills:
Justification, youre going to be given lines that may not seem like they make a
lick of sense against your theme. Its important for an improviser to make the line work
with their theme.
Wit, sometimes the line you get will seem so utterly drab or outlandish that it
seems unworkable. The impetus is on you is to figure out the angle at which you tackle
it.
Skills (contd):
Listening, as elementary as that may sound, listening is a huge part of improv.
And while the amendment well be making to this game will alter the necessity of
listening for the perfect line, it will mean being prepared to adopt whatever may be said
by a fellow improviser.
Gifting, in improv, gifting refers to providing dialogue, action, or plot points that
your fellow improviser will then easily be able to pick up and work with. Gifting a line in
this game would be if, in the example, Player 1 referred to masks, or in the reverse,
Player 3 referred to banks. Remember that the Master Dinger will be calling the shots,
so youll really be gifting the Master Dinger with a window to switch scenes.
Establishing, in any scene, you want to know who, what, where, why, when and
how. (Or at least most of those.) If you get a line, you cant just utter it, add something
and expect everyone to know whats going on. You need to show the audience and your
partner what you intend for the scene. And if youre not the first to speak, then you
need to know what information wasnt presented by the initial speaker in your scene
and provide it. You could only have a moment to get these answers out there, so be
wise.
Skills:
Character, being able to define your character without directly addressing it is
one of the most useful tools in character creation. It means your character has depth
and is capable of being itself without saying it. Character in improv is probably among
the most important skills an improviser can have. Its how all SNLers start off with just a
list of go-to characters theyve created. They understand how these characters respond
to things and what drives them. Being able to escape yourself in order to be a character
is of tremendous worth to us as an improv group.
Skills:
Advancing, just because youve been given your story doesnt mean thats all we
want to see. You may be given the start of a scenario, but an ambiguous end. Use that
ambiguity to add to the world youve been given. Push ideas that have been introduced,
move the story without the help of the storytellers.