Posted: July 18th, 2007, 4:41 am
What makes a game funny is different for each game. Figuring that out is part of playing the game.
I'm afraid that i'll have to agree with justin.
I'm afraid that i'll have to agree with justin.
ECHO ECHo ECho Echo echoDollarBill wrote:It's also one of those things you get good at through experience.
I agree with this for the most part... however...illades wrote:But if a surgeon is handed a dagger, and he has an emotional response... (either he thinks that this nurse is revolutionary and brilliant, or he feels she's incompetent, or they have had an affair so he feels she's fucking with him... ANYTHING but accepting the dagger as normal... he must have a point of view and a feeling about the fact of being handed a dagger), then whatever his reaction is, will lead to relationship as well as game.
Good point. I'll amend my statement to say that you just can't treat the fact that it's a dagger as insignificant. That dagger is a gift and there must be a point of view about the person and the dagger should play into that point of view. Like maybe "you keep the daggers so clean and sharp" or whatever. It should just not be a shrug of the shoulders or an insignificant detail.York99 wrote:I agree with this for the most part... however...illades wrote:But if a surgeon is handed a dagger, and he has an emotional response... (either he thinks that this nurse is revolutionary and brilliant, or he feels she's incompetent, or they have had an affair so he feels she's fucking with him... ANYTHING but accepting the dagger as normal... he must have a point of view and a feeling about the fact of being handed a dagger), then whatever his reaction is, will lead to relationship as well as game.
There is something to be said for the approach of accepting the dagger as real (forgetting about the game of heightening the weapon/tool). It's an absurdist approach, yes, but as long as it's played straight and not just to get a laugh then that's a fun alternate reality to play with.
I must respectfully disagree. The subtlety of NOT mentioning the dagger can be funny if played correctly. It can be just accepted that you are in a scewed reality. For me, that's one of the most fun things about improv: you're not bound by the rules of the "normal" world. The dagger example might be silly, but the concept holds.illades wrote:Good point. I'll amend my statement to say that you just can't treat the fact that it's a dagger as insignificant. That dagger is a gift and there must be a point of view about the person and the dagger should play into that point of view. Like maybe "you keep the daggers so clean and sharp" or whatever. It should just not be a shrug of the shoulders or an insignificant detail.York99 wrote:I agree with this for the most part... however...illades wrote:But if a surgeon is handed a dagger, and he has an emotional response... (either he thinks that this nurse is revolutionary and brilliant, or he feels she's incompetent, or they have had an affair so he feels she's fucking with him... ANYTHING but accepting the dagger as normal... he must have a point of view and a feeling about the fact of being handed a dagger), then whatever his reaction is, will lead to relationship as well as game.
There is something to be said for the approach of accepting the dagger as real (forgetting about the game of heightening the weapon/tool). It's an absurdist approach, yes, but as long as it's played straight and not just to get a laugh then that's a fun alternate reality to play with.
HAH!illades wrote:As the scene continues, Milque keeps saying "fine" and getting more and more annoyed when told to read "Games People Play" and keeps not reading it, in the end it ruins his friendship with Jastroch, who is hurt and baffled by Milque's refusal to read the book. That book means the world to Jastroch, as it changed his life for the better.
In the end, Milque's life is somehow saved by having not read the book. Jastroch is a shambles.
I don't believe there are necessarily a "right" or "wrong" move in each scene (each scene has an infinity of possible good moves), but I do believe that in some way, the gifts given are more useful when used in some way. So if the choice is to treat the dagger as normal, then I think the job of the improvisor is to start to build a world in which we say "if this is normal, what else is normal in this world." Then that becomes the game. If the fact of the dagger never leads to anything, then it's a waste of a dagger. The scene around it might be fine and so forth, but you're wasting a perfectly good dagger. If the choice is to make the dagger perfectly normal in that world, then it has to be a choice and from that we should be extrapolating other normal things in that world. I do think it's our job to build on that kind of information.York99 wrote:I must respectfully disagree. The subtlety of NOT mentioning the dagger can be funny if played correctly. It can be just accepted that you are in a scewed reality. For me, that's one of the most fun things about improv: you're not bound by the rules of the "normal" world. The dagger example might be silly, but the concept holds.illades wrote:Good point. I'll amend my statement to say that you just can't treat the fact that it's a dagger as insignificant. That dagger is a gift and there must be a point of view about the person and the dagger should play into that point of view. Like maybe "you keep the daggers so clean and sharp" or whatever. It should just not be a shrug of the shoulders or an insignificant detail.York99 wrote: I agree with this for the most part... however...
There is something to be said for the approach of accepting the dagger as real (forgetting about the game of heightening the weapon/tool). It's an absurdist approach, yes, but as long as it's played straight and not just to get a laugh then that's a fun alternate reality to play with.
When Terp and I were taking the UCB intensive last summer, we locked horns on this subject with our instructor Ari for quite some time. We then did a scene that incorporated this idea and the light went on in Ari's head when he realized what we were talking about.
That isn't to say that ours was the "right" move, but we proved that it wasn't a wrong one, either.
Perhaps true, but without knowing you, I have to assume that you are glue. Knowing myself, I am sure that I am rubber. I am sure the clash of this situation comes to a conclusion logical to all.illades wrote:I don't believe there are necessarily a "right" or "wrong" move in each scene (each scene has an infinity of possible good moves), but I do believe that in some way, the gifts given are more useful when used in some way. So if the choice is to treat the dagger as normal, then I think the job of the improvisor is to start to build a world in which we say "if this is normal, what else is normal in this world." Then that becomes the game. If the fact of the dagger never leads to anything, then it's a waste of a dagger. The scene around it might be fine and so forth, but you're wasting a perfectly good dagger. If the choice is to make the dagger perfectly normal in that world, then it has to be a choice and from that we should be extrapolating other normal things in that world. I do think it's our job to build on that kind of information.York99 wrote:I must respectfully disagree. The subtlety of NOT mentioning the dagger can be funny if played correctly. It can be just accepted that you are in a scewed reality. For me, that's one of the most fun things about improv: you're not bound by the rules of the "normal" world. The dagger example might be silly, but the concept holds.illades wrote: Good point. I'll amend my statement to say that you just can't treat the fact that it's a dagger as insignificant. That dagger is a gift and there must be a point of view about the person and the dagger should play into that point of view. Like maybe "you keep the daggers so clean and sharp" or whatever. It should just not be a shrug of the shoulders or an insignificant detail.
When Terp and I were taking the UCB intensive last summer, we locked horns on this subject with our instructor Ari for quite some time. We then did a scene that incorporated this idea and the light went on in Ari's head when he realized what we were talking about.
That isn't to say that ours was the "right" move, but we proved that it wasn't a wrong one, either.
We are not bound by the rules of the normal world, you are right. And part of the fun of improv is stretching that. But we are always working in relation to the rules of our real world, and when those rules are stretched or violated, everything around it must be that much more believable. The walls might be elastic, but then that elasticity must be 10 times more commited to our world's rules of elasticity. The more we make those aspects believable, the more we are able to believe the aspects that don't conform to the real world as we know it. I don't think we can just create a world with no rules and no relation to our own and keep it interesting or relate to it.
The dagger may be incidental and normal to the world we are creating. I'll grant you that we can play it that way. But it should not be incidental to the way we are approaching the scene, as improvisors. It must be a sort of focal point from which we build a world in which this sort of thing is normal.
As long as I can remember, I've felt like I am a glue inside of a rubber's body. I'm finally having the surgery next week. Please keep me in your prayers.York99 wrote:Perhaps true, but without knowing you, I have to assume that you are glue. Knowing myself, I am sure that I am rubber. I am sure the clash of this situation comes to a conclusion logical to all.illades wrote:I don't believe there are necessarily a "right" or "wrong" move in each scene (each scene has an infinity of possible good moves), but I do believe that in some way, the gifts given are more useful when used in some way. So if the choice is to treat the dagger as normal, then I think the job of the improvisor is to start to build a world in which we say "if this is normal, what else is normal in this world." Then that becomes the game. If the fact of the dagger never leads to anything, then it's a waste of a dagger. The scene around it might be fine and so forth, but you're wasting a perfectly good dagger. If the choice is to make the dagger perfectly normal in that world, then it has to be a choice and from that we should be extrapolating other normal things in that world. I do think it's our job to build on that kind of information.York99 wrote: I must respectfully disagree. The subtlety of NOT mentioning the dagger can be funny if played correctly. It can be just accepted that you are in a scewed reality. For me, that's one of the most fun things about improv: you're not bound by the rules of the "normal" world. The dagger example might be silly, but the concept holds.
When Terp and I were taking the UCB intensive last summer, we locked horns on this subject with our instructor Ari for quite some time. We then did a scene that incorporated this idea and the light went on in Ari's head when he realized what we were talking about.
That isn't to say that ours was the "right" move, but we proved that it wasn't a wrong one, either.
We are not bound by the rules of the normal world, you are right. And part of the fun of improv is stretching that. But we are always working in relation to the rules of our real world, and when those rules are stretched or violated, everything around it must be that much more believable. The walls might be elastic, but then that elasticity must be 10 times more commited to our world's rules of elasticity. The more we make those aspects believable, the more we are able to believe the aspects that don't conform to the real world as we know it. I don't think we can just create a world with no rules and no relation to our own and keep it interesting or relate to it.
The dagger may be incidental and normal to the world we are creating. I'll grant you that we can play it that way. But it should not be incidental to the way we are approaching the scene, as improvisors. It must be a sort of focal point from which we build a world in which this sort of thing is normal.