Unfortunately I couldn’t find the time to test out my improv activity until this Friday at the end of dead week. But I did do it! And I learned a lot.
First of all, leading an improv game that invovles scenework with novice improvers is really difficult! So my emotion/mood label improv activity, models after very typical improv games like the “dinner party” game that we had in class. The thing about novice improvers, you run into a lot of roadblocks. Being Stanford though, I feel like the “embarressing” factor of improv doesn’t really exist. No one really cares that much if they make a fool out of themselves. More so, the roadblock is allowing your mind to be free of inhibition. It’s definitely a problem that I have too in class. I almost always break character just to allow myself to think about what I should say. It’s not even to consider my options of what I could say and reply with the “wittiest” one to be considered funny and respected by the room, but it’s honestly just having something, anything to say in response.
Novice improvers feel the same way, but 10 times more because they’ve not played the little games that build the skill to be able to do it better in scenework.
Anyways back to my game in particular. So my main goal with the game was to make improvers me more socially conious of moods and personalities when they interact with people. Because in fact, in the everyday world, people come from social contexts. Whether they’re jittery about a party they’re planning, or depressed over a recent family death, people are in a state of mind in every interaction they have with people.
The game was definitely difficult for the novice improv goup that I did it with. Initially, I thought a two-person scene would be simpler than a three-person scene for the improvers. I still think that judgement was a good one! But the first problem I ran into was when both players wrote an emotion/mood down, one person misjudged the game. The whole scene consisted of him portraying the emotion he wrote down rather than giving the other character hints to how they were feeling.
I thought giving the characters the chance to write down a mood made it easier for them. Clearly, if it’s a mood they wrote down, it’s an emotion/mood they’ve experienced or can resonate with. That connection makes it a lot easier to communicate it to your partner. However, I think the way I led the game in class in which I just handed the players an emotion/mood worked a lot better, and left out opportunity for confusion.
In class, I allowed the audience to pick a setting. The same thing was done when I hosted the activity for the second activity, but as I led the activity, I made sure to tell the characters to pay attention to setting. I’m sure they paid attention to me saying that, but I also think that because the scenes only consisted of two people, setting also become more important. When there’s three people on stage, each player thinks about what mood he/she is experience individually, but also how to help their two partners figure out what they’re feeling, and on top of that pay attention to setting. It honestly gets to be a lot to think about. Having two people on stage simplifies things a lot. Now each player is only thinking about one other player, and suddenly setting became a lot more integral to the scenes. Being in the audience the whole time, I realized I could really see the scene playing out in real life a lot more when it clearly was defined by a sense of place. I enjoyed it more!
After we did 4 runs of the activity with two people in each scene, I asked the people what they thought about the activity. They all seemed to share a sense of difficulty of balance during the scene. Either the players were primarily focusing on communicating to the other player what they were feeling (mainly this one) without any regard to what clues they were recieving to uncover their own emotion, or vice versa.
In real life, this is the case. Given a social interaction between two people, each person individually has his/her own mood occupying his/her mind. However, after speaking with my novice group of improvers, I realized I would make a change.
For those that are interested in leading my game to a group of novice improvers, I would start with a simpler version of my game. The simpler version would entail one-way traffic, before they dive into two. To clarify, only one character of the two in the scene is given the emotion. So each character now has a separate role, but they both must pay attention to setting. One character’s main role is the give clues to the other character to what emotion they’re feeling, and other other’s is to slowly figure out what they’re feeling and really inhabit that emotion.
Once the players master this game, then the two-way traffic game (in which each player performs both roles) can be followed!
But overall, everyone really liked my game and there was lot of positive energy.
As the creator of the game itself, I’m just really impressed by how easy it is to entertain a room of people with nothing but each other. Most of the “adult” board games like catch phrase, taboo, hilarium, etc are improv games! What people don’t realize is that these games are very easy to self-lead. Having created an impov game definitely has inspired some low key but fun party-activities to do with my friends in the future!