|
Improv Games We Love to Play
[with thanks to the Spolin Center]
EMOTIONAL SYMPHONY
is like a shot of adrenalin giving instant energy to the players and
connecting them with the audience. Each player is assigned an emotion by the
audience. The ensemble is then conducted through an opening "overture."
GIBBERISH RELAY
is another high energy game involving the entire cast immediately as the
player in the middle must translate back and forth between players on either
side who speak in gibberish.
INTENSIFY EMOTIONS.
The audience suggests who and where two players are, and, a third player
calls out new emotions which they must incorporate.
ANIMALS.
After the audience assigns each player an animal, the players must explore
the animal physically, verbally, then interact with each other as animals,
and finally bring the animals up into human forms with attitudes and traits
intact.
CAMERA.
Here the focus is on focus. As two players do a scene of the audience's
choosing, a third player calls out "camera" alternating between the two
players, "both camera" or" no camera." The players much shift between giving
full mental and physical attention, like the lens of a camera, to each
other.
CONTACT.
Players do a scene in which dialogue can only occur when some form of
physical contact is made.
DUBBING.
In much the same manner that a foreign film appears on late night TV, two
players take a film genre and a relationship and do a scene from a movie,
while two other players dub in their voices live.
WHO AM I?
A player is sent out of earshot and upon his return must interact with
fellow players until he is aware of the famous or occupational identity the
audience has chosen for him.
GIBBERISH/ENGLISH.
The audience suggests who and where two players might be, while a third
player/side coach switches them unexpectedly between English and Gibberish
throughout the scene.
GIBBERISH INTERPRETERS.
Two players take turns giving a speech on a subject of the audience's
choosing. One player orates in gibberish. The other interprets in English.
HOLD IT.
Each player is given a "life script" like" the grass is always greener." The
group then incorporates that script into their characters as they go through
scenes as children, teens, middle-agers,
and finally elderlies.
INTERMISSION.
The players retreat to the sidelines for a few moments to towel down,
consume beverages and gossip, while the audience does the same thing.
MADRIGAL.
A small group of players with musical accompaniment improvise a 90's
rendition of the medieval ditty which often communicated on subjects of
public concern.
MAGIC MUSIC.
The audience selects a physical task for a hidden player to do upon his
return to a prop-littered stage. By singing a children's song louder for
warmer, and softer for colder, the player is guided into completing the
task. This is often repeated with an audience volunteer!
POETRY.
There are many styles of poetry. Limericks, haiku, rhyming, non-rhyming,
jazz-like free-style, etc. Based on a first line from the audience, each
player improvises a poem in his own particular style.
SCENE ON SCENE.
The principle of "Give-and-take" is the foundation that improv games are
built on. In scene on scene, two players on one side of the stage reminisce
based on a relationship the audience gives them, while two other players on
the other side of the stage enact various beats or moments of the
reminiscence.
SINGING DIALOGUE.
Two players do a scene based on the audience's suggestion of who and where
they are. All the dialogue is sung!
SLOW/FAST.
Two players, given who and where they are, begin a scene. A side coach
freezes them at one point and they must go back and repeat the scene in slow
motion, and then again in fast motion. Then they are allowed to continue the
scene to completion.
STAGE WHISPER.
Two players must do a scene entirely in stage whisper after the audience
suggests characters and a setting fraught with impending danger or require
secretiveness.
BUILDING A STORY
The entire cast is seated on stage and tells an improvised story,
relay-style, based on an audience title.
BUILDING A SONG
The entire cast is sings a song, relay-style, based on an audience title.
TRANSFORMATIONS.
Two players begin a physical activity of the audience's choosing. Through a
series of movements, changes, verbal and non-verbal interactions with each
other and other players who join in, they eventually transform their
activity into a group involvement, which the audience has also chosen.
WHAT'S BEYOND?
Usually three players begin a scene. At some point action is frozen and one
player is sent out. Audience members help conjure up some secret that the
two remaining players have discovered about the third. They then interact
with the returning player until he understands the "what's beyond?"
|