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We will run exercises that teach devices to enrich your improv scenes. Expanding to group games this week. $7 cash/ venmo

Below are proposed exercises:

- Consciences

Scene where the thoughts of any or all characters are revealed by on-stage beings (angels and devils) or offstage voice (Alter Egos, Inner Dialogue, True Feelings).

- Day In The Life/Experience

Improvisers ask an audience member for an actual day in his life. Improvisers recreate the day as they see fit. Can be an average day, or a first day at work or a rite of passage or a family vacation experience or...

-Dubbing

Offstage improvisers provide the voices for the onstage characters and action. May be played as a Foreign Film.
- Doublespeak
One improviser on stage speaks for all the other improvisers in the scene, as well as for themselves. Can also be played as MUTUAL DUBBING, with two improvisers providing each others voices
- Crosstalk
Improvisers A, B and C start a scene, A speaks (dubs) for B, B for C and C for A

- Crime Endowments

The offstage improviser is endowed as the head of a criminal organization and gathers with the others to plan or act out the crime. . He is endowed with “something to steal”, “a method”, and some wild card such as a code word or a disguise.

- Environment Endowments

An environment is taken from the audience as a suggestion, then all the improvisers except one leave. The remaining improviser gets from three to five activities associated with the environment. The improvisers enter together and a scene is played with one improviser attempting to endow the others with the activities.

- Fortune Teller

One improviser leaves the playing area while his partners get predictions (usually one per player onstage) from the audience about events to happen to the customers. Improviser is then brought back to the stage where they play a fortune teller predicting the future events. They can be endowed by the customers or by being given clues from offstage improvisers who “possess” the fortune teller.

- Hidden Word Endowments

All members of the team leave the playing area. The MC asks the audience for an environment and for three words which may be used in that place. The MC then coaches the audience to respond to the teams to let them know when they are getting "warmer" vis a vis the three words. The improvisers are given the environment when they return to the stage.

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