Level One - Class 2 - Damian Dunn of Babies Mit Bearden
What we learned this week in class:
- It often rains on election day.
- WHEN TO EDIT: on a laugh, something poignant, scene has been summarized, the What's Up of the scene is apparent, wants/desires/needs are clear.
- WALK-ONS. They are like "a one-night stand" - walk in give 'em what they need and walk off. They should be quick, subtle, and match the mood of the scene. Use them to clarify the scene, to offer side support to save a scene, to help a scene partner out physically (e.g., helping them fly), to complete a pattern. Use them only when they are absolutely necessary.
- TYPES OF WALK-ONS: tag-out, paint, sound effect, as a person (typically a subordinate character, not a power figure). If a tag-out is used it is the person who was tag out to re-enter the scene when they feel the information was given that needed to be given. Don't edit durning a tag-out this could result in level 5 Mind Melt.
- The following should be established by the end of beat 1: character names, relationship and history between the characters(history is an accessory to relationship, like a hat), both characters should have wants/desires/needs, and W6.
- "A need is stronger than a want."
- Scene partners goals can be conflicting or they can have a common goal between them. Both make for interesting scenes. Remember the Jim/Kasey examples: Insensitive Doctor and cancer diagnosee AND two interchangeably stong and weak parents confronting little Margie.
- Cancer informer doctors make $10-$15 an hour.
- In beat 1 get enough information, but not too much. Leave room for development in beats 2 and 3.
- Statements are better than questions. Good to start a scene with a statement.
- Some beat 2 aspects: Ask yourself, "What's MORE than BEFORE?" Comeback to and heighten what happened in the first beat. Something needs to change (environment, characters). Involve other improvisors and new characters. Characters from beat 1 can leave. Don't just pick up where beat 1 left off. Should be attached to beat 1 somehow. Possibilities are infinite.
- Jim likes to stand on chairs (crazy-starring-cousin) and eat steak in scenes.
- If you are deaf, you need to heighten your other senses or you'll get lost (Silent Yes game).
Damian
- It often rains on election day.
- WHEN TO EDIT: on a laugh, something poignant, scene has been summarized, the What's Up of the scene is apparent, wants/desires/needs are clear.
- WALK-ONS. They are like "a one-night stand" - walk in give 'em what they need and walk off. They should be quick, subtle, and match the mood of the scene. Use them to clarify the scene, to offer side support to save a scene, to help a scene partner out physically (e.g., helping them fly), to complete a pattern. Use them only when they are absolutely necessary.
- TYPES OF WALK-ONS: tag-out, paint, sound effect, as a person (typically a subordinate character, not a power figure). If a tag-out is used it is the person who was tag out to re-enter the scene when they feel the information was given that needed to be given. Don't edit durning a tag-out this could result in level 5 Mind Melt.
- The following should be established by the end of beat 1: character names, relationship and history between the characters(history is an accessory to relationship, like a hat), both characters should have wants/desires/needs, and W6.
- "A need is stronger than a want."
- Scene partners goals can be conflicting or they can have a common goal between them. Both make for interesting scenes. Remember the Jim/Kasey examples: Insensitive Doctor and cancer diagnosee AND two interchangeably stong and weak parents confronting little Margie.
- Cancer informer doctors make $10-$15 an hour.
- In beat 1 get enough information, but not too much. Leave room for development in beats 2 and 3.
- Statements are better than questions. Good to start a scene with a statement.
- Some beat 2 aspects: Ask yourself, "What's MORE than BEFORE?" Comeback to and heighten what happened in the first beat. Something needs to change (environment, characters). Involve other improvisors and new characters. Characters from beat 1 can leave. Don't just pick up where beat 1 left off. Should be attached to beat 1 somehow. Possibilities are infinite.
- Jim likes to stand on chairs (crazy-starring-cousin) and eat steak in scenes.
- If you are deaf, you need to heighten your other senses or you'll get lost (Silent Yes game).
Damian

