Beruflich Dokumente
Kultur Dokumente
1) Say Yes-and!
For a story to be built, whether it is short form or long form, the
players have to agree to the basic situation and set-up. The who,
what, and where have to be developed for a scene to work.
2) After the `and` add new information.
An improvised scene can't move forward or advance unless we add
new information. That is why new information is added after the Yes
of Yes-and!
3) Don't Block.
The opposite of saying yes-and is blocking or denial.
4) Avoid Questions. n
A form of blocking (in its more subtle form) is asking questions.
Questions force our partners to fill in the information or do the work.
It is a way of avoiding committing to a choice or a detail. It is
playing it safe. However, on more advanced levels, questions can be
used to add information or tell your partner the direction to go in.
5) Focus on the Here and Now.
Another useful rule is to keep the focus on the here and now. A
scene is about the people in the scene. The change, the struggle,
the win or loss will happen to the characters on the stage. Focus on
what is going on right this at this moment.
6) Establish the Location!
Good scenes take place somewhere and at sometime. They do not
take place on an empty stage. A location can easily be established
in one or two lines without breaking the scene.
7) Be Specific- Provide Details!
Details are the lifeblood of moving a scene forward. Each detail
provides clues to what is important. Details help provide beat
objectives and flesh out characters.
8) Change, Change, Change!
Improv is about character change. The characters in a scene must
experience some type of change for the scene to be interesting.
Characters need to go on journeys, be altered by revelations,
experience the ramifications of their choices and be moved by
emotional moments.
9) For serious and emotional scenes, focus on characters and
relationships.
A long form improv set should contain a variety of scenes. Some
scenes will be emotional, some will be tense, and some should be
funny. The easiest way to make a scene serious is by focusing on
the relationship of those on the stage (their characters).
10) For humor, commit and take choices to the nth degree or focus
on actions/objects.
A good long form set is balanced. Shakespeare knew that too much
pathos was wearing on the audience; hence, he had minor
characters in humorous scenes such as the drunken porter in
MacBeth.
General Principles
You are all supporting actors.
Always check your impulses.
Never enter a scene unless you are NEEDED.
Save your fellow actor, don`t worry about the piece.
Your prime responsibility is to support.
Work at the top of your brains at all times.
Never underestimate or condescend to your audience.
No jokes (unless it is tipped in front that it is a joke.)
Trust... trust your fellow actors to support you; trust them
to come through if you lay something heavy on them; trust
yourself.
Avoid judging what is going down except in terms of
whether it needs help (either by entering or cutting), what can
best follow, or how you can support it imaginatively if your
support is called for.
LISTEN
1) Don't Deny
Denial is the number one reason most scenes go bad. Any time you
refuse an Offer made by your partner your scene will almost
instantly come to a grinding halt. Example: Player A) "Hi, my name is
Jim. Welcome to my store." Player B) "This isn't a store, it's an
airplane. And you're not Jim, you're an antelope."
2) Don't ask open ended Questions
Open ended questions (like "Who are you?") are scene killers
because they force your partner to stop whatever they are doing and
come up with an answer. When you ask your partner and open ended
question, you put the burden of coming up with something
"interesting" on your partner - so you are no longer doing a scene
together but forcing one person has to do more work than you are
willing to do.
3) You don't have to be funny.
The hidden riddle of improv is that the harder you try not to be funny
the more funny your scene is going to be. Why? Because it's the very
best kind of improv scene you can do is an "interesting" scene, not
necessarily a "funny" one. When you do an interesting scene, a very
surprising thing happens the funny comes out all by it's self.
The best ways to go are to stick to your character, stick to the story
that is being told, and to stay within the reality of the scene you are
playing.
4) You can look good if you make your partner look good.
When you are in a scene, the better you make your partner look the
better the scene is going to be and, as a direct result, the better you
are going to look. All too often, I've seen players enter a scene and I
can just tell they have some really great idea about the character
they are going to play or an idea they want to do. This is wonderful,
but guess what? Your partner probably has absolutely no idea
what's cooking in your evil little mind, and so has no idea how to
react. And no matter how brilliant your idea might be, it's practically
worthless if the scene as a whole goes bad.
5) Tell a story.
Storytelling is probably the easiest rule to remember but the
hardest one to do. The real magic of improv is when we see the
players take totally random suggestions (like a plumber and a cab
driver selling shoes in a leper colony ) and somehow "make it work".
If all these unrelated elements are going to come together then it's
going to happen in the course of an interesting tale. So that's just
what the players are going to try and do, tell us all a story.
Improv edits
Tag out:
Tap a player on the shoulder and replace them.
Sweep Edit:
A new player runs across the stage indicating all current player
should leave. A new scene is started. The new player can bring in
other players or keep inn old players
Voice over edit:
Someone voices over such as meanwhile in the park and new or
previous scene continues.
Improv Games
This game specifically calls for four people, two to perform the
facial expressions all the while) and two to translate for each
interplay between the translator and his respective speaker and how
Questions only
two people, with any additional number of people off to each side as
slightly different way, or simply taking too long to respond), they are
wings. The worst way to play this game is to drag it on too long with
question with, "Do you want me to_____?" over and over again. The
object isn't just to stay in the game as long a possible (you can't win
opportunities.
Scene replay
This game, involving two people, has a scene play out (based on a
biblical setting).
Freeze Tag
can shout "freeze," at which point all action and dialogue ceases
(bodies frozen in place) and the person can then go and tag
literal scene stealer, as he must resume where it all left off, though
newcomer will inevitably make use of the last line spoken or pose
assumed for a humorous effect. For instance, say a player says
extending two pairs of pinched finger tips (as if to hold two pills); a
scene stealer might come in, taking the place of the patient, and
of nipples?" The make this game less frustrating, it'd be best to let
spotlight yourself).
Big Booty
hand end of the horseshoe dubbed Big Booty. Other students number off
from 1, going clockwise starting with the player next to Big Booty.
energetically singing the Big Booty song: Big Booty, Big Booty, Big Booty.
Aw, yeah.
Big Booty starts from there, calling his/her own name, followed by
Number and the number of a player in the horseshoe. For example, the
and so on.
The call can be passed back to Big Booty, but there are no callbacks.
The player who made the error then joyfully goes to the end of the
horseshoe and becomes the last number. All other players move into
vacant places left, adopting the number of the place in which they stand.
For example, if Number 4 made an error, he/she moves to the end,
becoming the last number (say Number 8). Number 5 moves into Number
continues.
Digits
Everyone in the circle looks down at the ground and closes their
eyes. Someone will count off the number one. Then someone
else will count off the number two. No one knows who will
speak the next number. If two people speak out at the same
time then the group must start again at one. It is common to
try and count to twenty. Usually there is such rejoicing when
twenty is counted to the warm-up is over.
Yes Lets
Squirt
stand in circle, one person in middle. Middle person says
someones name and adjacent people must point to them and
yell squirt and target must duck. If target fails to duck in time,
out. If target ducks and one shooter is slower than other, slow
shooter out. If target ducks and both shooters shoot
simultaneously, all in. Out people sit down.
Leading
All the players are milling around and someone suggests a
body part to lead with. Everyone move around as if your left
foot was leading your body everywhere. Continue on with
various body parts like: knee, bum, right ear. End the exercise
when players start calling out internal organs.
Falling
Once everyone is milling quietly one of the players chooses to
fall. The player will announce their plan to fall, by calling out
falling clearly. Once they do that, and it is obvious that they
are going to fall they close their eyes and start falling towards
the centre of the room. It is safest if they make themselves
rigid and fall backwards towards the centre of the room. I
cannot stress enough how important it is to fall inwards.
Everyone else in the warm-up rushes to the persons aid and
lowers them slowly to the ground. Everyone must help the
person be lowered to the ground. Even if one is across the room
and the falling player can be safely lowered by those that
already there one still must rush over and help. Once the player
is lowered safely to the ground she gets back up and the whole
thing starts again. Enormous people should refrain from falling
in this exercise, people with bad backs should only help with a
light touch. Everyone should be able to participate in one
fashion or another. Remember, safety first!Once everyone is
milling quietly one of the players chooses to fall. The player will
announce their plan to fall, by calling out falling clearly. Once
they do that, and it is obvious that they are going to fall they
close their eyes and start falling towards the centre of the
room. It is safest if they make themselves rigid and fall
backwards towards the centre of the room. I cannot stress
enough how important it is to fall inwards. Everyone else in the
warm-up rushes to the persons aid and lowers them slowly to
the ground. Everyone must help the person be lowered to the
ground. Even if one is across the room and the falling player
can be safely lowered by those that already there one still must
rush over and help. Once the player is lowered safely to the
ground she gets back up and the whole thing starts again.
Enormous people should refrain from falling in this exercise,
people with bad backs should only help with a light touch.
Everyone should be able to participate in one fashion or
another. Remember, safety first!
Supporting a mistake
In this Universe
This is when someone states something in a scene
that isn't true in real life, but in the universe of that
show it is.
When you get a piece of information from another actor, first, accept it as fact and second, add a
little bit more information to it. If somebody tells you that you're wearing a hula skirt, tell them
yes you are, and that you made it right here at Club Med. Keep doing this long enough, and you'll
have a scene full of fascinating facts, objects and relationships. Fail to do this and everyone will
hate you, even your parents.
ADD HISTORY *
The swiftest way to add reality and depth to a scene is to have the characters call up specifics from
their common history. A simple exchange such as:
--Like the time we ran naked through the Yale-Princeton lacrosse game?
though just a few words, provides a great deal of information. The audience and actors now can
infer that the characters are college boys, they are troublemakers, they are educated, they are in
New England, they drink to excess, they have police records, they are old friends, and much more.
With one sentence, the amount of information the improvisers can now draw on has grown greatly.
Some improv teachers suggest staying in the present tense as often as possible. I disagree. I think,
however, that you should avoid talking too much about the future. Things in the future might
happen, they might shape your characters. Things in the past did happen, they did shape your
characters.
Often in improvisation, things deviate from the normal, the usual. (This happens for a number of
reasons and it is usually not intentional. Improvisation is constrained communication so
misunderstandings are bound to occur, and these misunderstandings, among other things, can lead
to departures from normality.) When in situations that are fantastic, respond realistically, and heed
this simple maxim to govern your action: ask If this is true, then what else is true? Each time you
find the answer, you can play it out.
Example: Suppose, a character picks up the phone and calls Maureen. The improviser on the other
end says "sorry, wrong number" and hangs up. The caller says "something must be wrong with me, I
keep dialing wrong numbers these days". The other improvisers ask themselves "if the protagonist
can only dial wrong numbers, then what else would be true". They come up with new scenes and
initiate them. Someone initiates a fire in the scene and tells him to dial 911, inspiring someone else
to pick up the call and say "411". The misdialer tries to call his girlfriend and gets another woman
on the line, who happens to recognize him from the last times he has dialed the same wrong
number. She starts to flirt with him. The real girlfriend suspects something is up, uses reverse
lookup, and confrontationally rings the doorbell of every woman whose phone number is 1 different
from hers. The what-ifs continue, each person just asking themselves "if this guy only dials wrong
numbers, then what else is true?"
BE VERY SPECIFIC
If you're going to say "nice car!", why not make it "wow, a 1979 Volvo Station Wagon!" If we know
the Volvo owner is a 21 year old woman, suddenly we can visualize her (well, maybe you cant, but
I can: she has dried blue and white oil paint on her fingers, wears an extra large mens dress shirt
as a smock, and has long, straight, chestnut-brown hair). A more vivid image opens up a rich, new
world. Adjectives accelerate scene development.
BEGINNING SCENES
Basically, you want to cut to the interesting stuff as soon as possible. This is why we sometimes
advise: start the scene with two people on, or start the scene with two people with common
history.
--Hi.
--Hello.
--Mike.
--What's new?
--No, my treat.
Characterizing actions are those which define a character's occupation or role, such as a teacher
erasing a blackboard, a janitor cleaning up, or a child playing with toys, are good for starting
scenes because they provide your fellow actors something to build on. They say a lot about what is
going on and thus help the scene get to the point faster. Note that the scene need not (and often
should not) be about drinking a beer or chopping lettuce just because that's what one of the
characters is doing. Two people can start a scene engaged in an action together. By putting status
into this two-person action, a lot of information can be communicated very quickly. For example,
consider a scene which starts with one character hitting tennis balls, and the other chasing around
after them. The audience knows what the status is and where the characters are before the scene
even starts.
DONT DENY*
Denial is trashing what somebody else has set up or is trying to set up. There are many forms:
Mime Denial: Somebody spends five minutes setting the dining room table, another character walks
right through it. This will make the audience squirm and gasp and have a general sicky feeling.
Character Denial: Not letting the other person be what she wants to be.
--Periscope down.
The denying actor is not reacting to the presented information. Denial makes audience and cast
uncomfortable. All denial can be rectified with Justification, but it's a real skill.
People advanced in improv can tell the difference between bad denial and comedic denial. In the
latter, denial can make sense within in the logic of the scene: i.e., if Don Quixote were the
helicopter pilot, he may say "periscope down" and need to be corrected by his straight-person
assistant. However, it requires a lot of respect (the opposite of denial) to get to the point where
the audience understands that the captain is a Don Quixote.
Furthermore, experienced actors may appear to deny each other when playing games of one-
upsmanship, but, upon closer inspection, they are accepting the information the other presents,
then adding to it and raising the stakes. For example:
--Now you shall die by my sword, certified to be the sharpest in the land. Schiiing.
--Sharpest in the land! You mean you don't import your swords? Scha-schiiing.
The response accepts what was stated, and one-ups it by finding a way to beat it without denying
it. A denying response would be, "Well, your certificate lies. Shluuung". Accept and justify the
information that others provide. It makes the scenes flow easier, and is simply less aggressive than
denying what your fellow actors have created.
Two exercises can help people overcome the denying urge. One is playing the denial game (i. e.,
playing out scenes where every line denies the other character's previous line) to make one another
conscious of the bad habit. Another rehearsal exercise, just for beginners helps to point out each
others denials in scenes: simply respond to your fellow actor's denials with "there's no denying
that!".
Entering, exiting and staying put should have a reason, be justified. This is the purpose of playing
the game Entrances and Exits (go figure) in rehearsal. Don't just say "OK, bye" and walk out of a
scene. Give a reason. Unjustified exits tend to be a problem novices have.
Mark Twain had an adage that history doesn't repeat itself, but it rhymes. The game of the scene is
the thing that repeats. However, I don't mean repeats exactly, which is why I say it rhymes. When
you rhyme "star" with "are", you take the word "star", generalize it to the "-ar" family of rhymes,
and find another specific member of that family. So it is with the game in the scene. You don't
want to repeat it exactly, but want to find another specific that rhymes with the general theme
and heightens it.
Consider the following scene from Spinal Tap, with Marty interviewing Nigel about his Guitar
collection:
Nigel Tufnel: Look... still has the old tag on, never even played it.
Marty DiBergi: We'll I wasn't going to touch it, I was just pointing at it.
Try not to think about yourself in longform. Instead, always ask yourself "how can I contribute to
the larger picture?" and "what is my function in this piece?". A structured longform piece, like an
episode of the Simpsons, should have a main character.
When your longform piece is getting out of control, returning to two person scenes and "going line
for line" will restore harmony in no time. (Yes, I know this is the third time Im saying this, but its
just that true.) The number two can be held steady by having new entrances cause immediate exits
of other characters, but this shouldn't go too long. If the stage is crowded, then low-impact is the
best policy for the non-essential characters, as well as clustering, that is, forming a group
(physically and ideologically) behind a leader. Please don't abandon someone on stage unless they
want to be left alone there.
GIVE YOURSELF A SUGGESTION WHEN YOU DON'T ASK THE AUDIENCE FOR ONE *
We all know scenes are better when you enter them with an attitude, activity, or emotion -- so just
pick one for yourself either randomly or in response to the other character, and you'll have a better
scene.
In our everyday lives, it often makes sense to follow the voice of reason. In real life, if your friend
says "I'm ugly", you may tell them they aren't, even if they are. Why? Perhaps because you feel it's
not important, you want them to feel better, you want to preserve your friendship, and so on. On
stage, a different logic may apply. Audiences come to the theater to escape the mundane logical
world, they sometimes want to see the barriers lifted. You may respond to "I'm ugly" with "you
know, I've been meaning to say something...". You may rob a bank because someone tells you to.
You may play sycophant to your abuser. In short, you may do things onstage the real you wouldn't
do. Try going against the voice of reason, it's liberating. You don't have to justify your actions
much, sometimes "I don't know why I'm doing this, but ..." is sufficient.
You can almost guarantee a good improvisation if each player: 1) Says just one line and 2) Bases his
or her line on the last thing the other character said.
JUSTIFICATION
You must provide reasons for everything the audience sees that doesn't make sense. If you don't, it
will disconcert them. That is, if 3 characters each mime the refrigerator being in different places,
then the character who damns putting rollers on the thing will put the audience's mind at ease and
allow them to get into the story and characters. They will also get a laugh, but that doesn't matter
as much.
Careful not to stare too long at objects that are offstage, on the floor or in your hand. What's
interesting is a human reaction to an object, person, or event, not the object itself.
If a character starts out adoring spider monkeys, but then decides she hates them 10 minutes later,
it may confuse the audience and your fellow actors. Once you like spider monkeys, keep liking
them until you have a reason to stop. Very often, you'll keep liking them thoroughout the piece. If
you're consistent, then the other actors will best know how to support your character.
MAKING JOKES
Never try to be funny or tell jokes on stage. Humor will arise naturally out of tight relationships and
solid, simple plots.
50% of what the audience thinks of you as an improviser hinges on the quality of your mime and
physicality. Dont believe me, go out this week and watch the best improviser in your city. Ill bet
you they do incredible object work. Sadly, few improvisers ever do anything to improve their mime
and few teachers have any worthwhile mime exercises. Use this fact to get ahead in life, kid.
Something to try now and then in two person scenes. For example, if one person is frustrated,
come on at ease and relaxed. A basic comedic structure which is the basis of many comedic
movies, plays, and TV shows.
Scene going nowhere? Tell the other character something about him/her self. The simple
comment "Nice tuxedo", can launch into a back-room panic session between a groom and his best
man. Getting specific makes scenes go somewhere fast. Staying vague leads to scenes about two
nondescript people standing in the middle of nondescriptland talking about tacos. Just kidding,
tacos are descript.
Scenes that are going nowhere can be much improved by putting more at risk, that is, introducing
some large consequence of the wants of a character.
Why have:
--Hey, if you give that cop a wedgie, I'll let you kiss me on the lips.
This simply means going into every scene with an activity or emotion. This does several things i) it
gets the scene going faster ii) it provides information which your partner can use iii) and, perhaps
most importantly, it gives you something to do which makes the audience comfortable. What do I
mean "comfortable"? If the audience sees you standing there doing nothing, they think "oh no, he
doesn't know what to do. He's worried. He's confused". Then they feel bad. The audience wants
the actor to succeed. The moment you launch into an activity (baking bread, counting money,
sweeping the floor) or an emotion (hope, love, pride), the audience thinks "oh, I see. They know
what's going on. They have a plan" and then they relax and enjoy the show. Of course, you don't
really have a plan, and you don't really know what's going on. As Mick Napier said: "improvisation is
the art of being completely O.K. with not knowing what the f-- you're doing." In more polite
English, the best improvisers appear completely confident even when they have no idea what's
going on.
Why ask a question on stage? Are you expecting your fellow-actor to have a ready answer? What if
she doesn't? Doesn't that put her on the spot? Don't most questions slow the scene unnecessarily? If
it's a yes-no question, are you prepared to react to both yes and no answers?If no, then aren't you
in trouble if the wrong answer comes back? If yes, then aren't you writing?
Any question can be turned into a statement. The nice thing about statements is that they provide
information you and your fellow actor
Why go through:
--Uh, 3:30?
--Uh, Fargo?
--It's 3:30
A drill to point out question-asking *in rehearsal only*, is to respond to each other's questions with
"that's a good question ..." or adopt the Yiddish practice of answering with the exact same
question:
--What do I want? [actor 2 points out that actor 1 is putting him on the
--Look, I'll get you the money tomorrow [hurrah! actor 1 gets the message]
Think about a scene as "a day unlike any other day." When it seems like something big or
outrageous is going to happen (e.g. someone is about to confess their love, someone wants to rob a
bank, wants to swim naked in the river, don't just talk about it -- do it. In relationship scenes,
think about saying the thing you've been waiting to say for 5 years (e.g. I love you, I love your twin,
I ate your hamster ...)
WHO WHAT WHO WHERE? ARE GREAT THINGS FOR PEOPLE STARTING SCENES TO ASK
THEMSELVES
A fine way to start a scene is to lay out who both people are, where they are, and what they are
doing. You may provide this information or do it for the other character. Just be sure to accept all
information the other character provides for you. Who? what? who? where? is nicely followed by
raise the stakes -- sort of an opening gambit for improv scenes.
APPENDIX
Here are some vocabulary terms I've grown to know and love:
These are often used to begin scenes, such as when teachers erase
denial - Trashing what somebody else has set up on stage, be it mime or fact
fourth wall - The wall that isn't there which, if existed, would go
gag scenes - Very short, funny scenes. People doing them should not
These scenes are just plain fun and the people on lights should treat
them as such.
geography warmup - is a famous vocal warmup in the world of improvisation. It goes as follows:
2 3 4 (repeat)
Notes: Popocatepetl ((po po ca te' petl) nickname Popo) is a volcano in South central Mexico which
erupts all the time, even 11 days before I wrote this. It is not a seaport. Malaga is a seaport in
Southern Spain, home of strong, sweet Malaga wine. Rimini is a seaport in Northeast Italy, which is
like Fort Lauderdale for European youth. Brindisi (Brinde zi), sometimes nicknamed and
mispronounced "sleazy Brin dee' zee," is a seaport in Southeast Italy where you catch the ferry to
Greece. A girlfriend and I once asked the tourist office if there were any movies in town. "Only for
men," they said.
justification - providing an explanation for something the audience saw that didn't make sense
reflexive action - an action a character does repeatedly and unconsciously. Helps make the
character stand out from the crowd, as well as seem familiar like an old friend, or that special pair
of moccasins. One way to "take care of yourself" on stage.
rule of a thousand - continuing on after the rule of three until things become funny again. Some
people believe this works something like a sine wave, so there's always hope some thing may get
funny again even if it's starting to look really desperate.
rule of three - Three humorous events (scenes, jokes, etc.) on the same topic or with the same
gist. The third is always the hardest hitting.
runner - three blackouts on the same theme with the third one being the biggest larf of all.
status - Whoever has influence or control over a situation has the higher status in the scene. Many
pre-defined stock relationships, such as, judge / plaintiff have status build right into them. Status
can easily invert and this can become the plot of entire stories, a la Trading Places.
yes and - two great words which encourage the person who says them to accept information and
add to it
Would you like to create some Ask Fors of your own? Try
this: Write a list of words from A to Z. (Ex: Animal, Body,
Career, Dinner, Etc.). Then, create sentences or questions
which ask information from a potential audience.
A board game?
0:04
/
2:54
A foreign language?
The first thing you would buy after winning the lotto?
A phobia?
During rehearsal we are always looking for new ways to inject life into old
games. We also look for ways to keep the shows we do flowing and
seamless. Ensuring that what we do is ACTUALLY improv and not pre-
rehearsed or inside jokes is paramount to maintaining our legitimacy as
improv artists.
-Niigon
-A good ask-for is one that gets something from the audience that juices
you to have fun on stage.
Of course, for a particular game, you might want the audience to choose
from a small selection. Or you might want something completely
unexpected every time. This entire section is to help you be aware of how
an ask-for opens up or limits responses.
Setting expectations
Two ask-fors
By asking for two suggestions, you create instant potential for comedy. All
the performers have to do is combine them. For example, asking "What is
the Eleventh Commandment?" and "What is a job that someone might
quit in order to join the priesthood?" can set up a priest & confessor game
with no need for explanation. You don't need to explain that the priest will
give the confessor a penance related to his old job. When the priest gives
the penance and it connects the suggestions and other material from the
scene, this will catch the audience by surprise even though it's the most
natural development--always a joy to see, and it sets up a Closer.
Getting two ask-fors can help reduce the performers' temptation to try to
force laughs. When given two unrelated things, pretty much the first thing
that comes to mind for connecting them will be unconsciously funny.
Asking for all three elements of the Platform blocks the players' potential
to add those elements. It limits the Platform to the audience's
imagination, and setting up the Platformis one of the main improvisational
skills that makes a huge difference to a scene. The beginning of the scene
can drag as the players establish the given Who Where Whatwithout
adding anything beyond what the audience gave them. So you might
want to ask for only one Platform element (if any).
Some groups don't like imaginative suggestions from the audience. Often,
if a suggestion gets a laugh, then the scene doesn't, because the
suggestion has already used up the potential for humor. The scene then
becomes something like continuing a joke after the punch line's been
said. Of course, you can also get good at taking a funny suggestion and
exploring in a totally new direction and finding unexpectedly funny things.
It can help the audience if you give an example or two with your
question. For example, instead of "A relationship, please," you can ask,
"Can someone tell me a relationship between two people, like boss and
employee or priest and confessor?" A weird example can inspire the
audience to get even weirder. A realistic example often inspires a realistic
suggestion. Avoid using the term "ask-for" on stage. It's Improv Jargon,
and most audience members don't understand it. If you absolutely must
refer explicitly to what you're asking for in the intro, the word
"suggestion" works great, though. Don't ask for "a non-geographical
location" unless you want to confuse the audience. No one except improv
people knows what that is. Ask for something more specific, like "a place
two people might meet" or "an outdoor location" or "a retail
establishment".
If there is a response that you do not want, you can include it as one of
the examples. For example, if you don't want to do a skit about the oil
industry, you can ask, "Can someone tell me an industry, like oil or soy-
bean farming?" This is also a great way to exclude boring suggestions like
"boss and employee". (Conversely, if you would like a particular
suggestion, don't use it as an example.)
Don't over-use audience suggestions for the sake of having them. It can
feel like ask-fors help legitimise the improv process by proving to the
audience that it's really improvised. Even with ask-fors there will be
people that won't believe you so instead it is better to focus on making
the show the best you can for an audience, it's for them after all.
Also don't be afraid to veto ask-fors. For example if you ask an audience
to name 'something that would surprise you' and get several answers that
don't inspire the improvisers, don't use them. You may need to modify
your question or drop it and change what type of scene you will do
entirely, once again it's for the audience and they will enjoy a scene you
are inspired by and committed to more than one you feel obligated to do
because an idea came from the audience.
The first few Ask For's you accept will set the tone for your entire show. If
you quickly accept plain, everyday suggestions, the audience won't be
afraid to continue offering them. If you insist on Wacky Fun Time Bizarre
suggestions, that's what you'll get all evening. (Although many people will
hold back, thinking their suggestions aren't funny enough.) If you accept
obscenities or sexual suggestions early on, be prepared to get them (and
little else) all night long.
Maybe you have done this. Two people edit at virtually the
same time, they go on stage, look at each other with a
blank stare, because neither of them have an initiation.
Instead of taking a breath and making a simple choice,
one or both panic and make outlandish initiations that the
other one cant make sense of.