Fustercluck: A longform of Quality versus Quantity
Posted: April 23rd, 2007, 7:24 am
If any of you have been to the last two jams or one of the previous Improv Diagnostics that had a lot of people, you'll get the idea of what I'm talking about.
However, if you weren't there, let me describe what happened: we played a seemingly average scene montage that got way out of hand. There were up to seven people on stage at once, there were hundreds of reocurring jokes that were intertwined in each scene, and the action was so fast that many offers and suggestions got dropped along the way or overlapped a conflicting offer. Though entertaining and a little fun, they can be a little frustrating to some, and not exactly working at its fullest potential.
I spawned off an idea for a controlled way of those uncontrolled scene montages. Whereas those ones we did in the last two jams were nuclear explosions, this is more of a nuclear power plant.
So I present to you an idea:
Fustercluck: A longform of Quality versus Quantity
A Fustercluck is an average scene montage which may be played freeform or revolve around a theme. However, there are a few guidelines and rules that both set this into overdrive, but also tone it down.
*Update* Due to questions about the purpose of this format modification, the object is to fine-tune a scene montage with a large amount of players and keep it high-energy, entertaining for an audience, but, most of all, orderly.
Current Game Settings: As of April 23, 2007, 11:55 A.M..
Guidelines:
1. For the Fustercluck to work and to not just be a regular scene montage, there must be a minimum of eight players (but this was designed to accomidate up to twenty or thirty players), and each scene should utilize a little more than four to eight players, if not all of them, hence the name. However, despite the massive amount of characters per scene, only a few may have limelight at a time while the others play support.
2. With plenty of risk of the scene ending early and plenty of turns of events, each scene should be around a minute to two minutes. They must quickly build to a climax quickly and possess a high amount of energy at all times. Play fast and play hard!
3. Go for either strong, well-defined characters, or big characters with outrageous accents and impressions. Try to mix and match the two.
4. Reoccuring characters, scenes, and running jokes are highly encouraged. However, try to keep it all at a Monty Python or Hoover's Blanket level. Overused jokes will become scene edits.
Rules:
1. Overdoing a reocurring joke too many times turns it into an edit.
2. If the scene runs out of steam, it calls for an edit.
3. Though scenes may include as many as ten players, the scene must only be focused on only up to four.
4. Only one person may speak at a time, as to moderate the madness.
5. Try to find a way to close a scene as quickly as possible from its initial offer, and keep going from there until you're edited.
6. Never refuse an offer, and if you miss your chance, just get back to the scene later.
7. If there is a specific theme or suggestion for the montage, attempt to stick to it as closely as possible.
8. Most importantly, DO NOT, UNDER ANY CIRCUMSTANCES, INTERRUPT A PERFECTLY GOOD SCENE OR DROP ANY SUGGESTIONS OR IDEAS!!!
9. If the scene is no longer legible, the scene calls for an edit.
10. If the scene turns into a pure mess or pure chaos, it calls for an edit.
Hints and tips: *UPDATED*
1. If you hear somebody talking, it is best to remain quiet.
2. Do not try snapping somebody's neck unless you want the scene to end.
3. Despite all that's happening, make everything relevent and coherent.
How does that sound? Moderated enough? Any feedback or suggestions?
However, if you weren't there, let me describe what happened: we played a seemingly average scene montage that got way out of hand. There were up to seven people on stage at once, there were hundreds of reocurring jokes that were intertwined in each scene, and the action was so fast that many offers and suggestions got dropped along the way or overlapped a conflicting offer. Though entertaining and a little fun, they can be a little frustrating to some, and not exactly working at its fullest potential.
I spawned off an idea for a controlled way of those uncontrolled scene montages. Whereas those ones we did in the last two jams were nuclear explosions, this is more of a nuclear power plant.
So I present to you an idea:
Fustercluck: A longform of Quality versus Quantity
A Fustercluck is an average scene montage which may be played freeform or revolve around a theme. However, there are a few guidelines and rules that both set this into overdrive, but also tone it down.
*Update* Due to questions about the purpose of this format modification, the object is to fine-tune a scene montage with a large amount of players and keep it high-energy, entertaining for an audience, but, most of all, orderly.
Current Game Settings: As of April 23, 2007, 11:55 A.M..
Guidelines:
1. For the Fustercluck to work and to not just be a regular scene montage, there must be a minimum of eight players (but this was designed to accomidate up to twenty or thirty players), and each scene should utilize a little more than four to eight players, if not all of them, hence the name. However, despite the massive amount of characters per scene, only a few may have limelight at a time while the others play support.
2. With plenty of risk of the scene ending early and plenty of turns of events, each scene should be around a minute to two minutes. They must quickly build to a climax quickly and possess a high amount of energy at all times. Play fast and play hard!
3. Go for either strong, well-defined characters, or big characters with outrageous accents and impressions. Try to mix and match the two.
4. Reoccuring characters, scenes, and running jokes are highly encouraged. However, try to keep it all at a Monty Python or Hoover's Blanket level. Overused jokes will become scene edits.
Rules:
1. Overdoing a reocurring joke too many times turns it into an edit.
2. If the scene runs out of steam, it calls for an edit.
3. Though scenes may include as many as ten players, the scene must only be focused on only up to four.
4. Only one person may speak at a time, as to moderate the madness.
5. Try to find a way to close a scene as quickly as possible from its initial offer, and keep going from there until you're edited.
6. Never refuse an offer, and if you miss your chance, just get back to the scene later.
7. If there is a specific theme or suggestion for the montage, attempt to stick to it as closely as possible.
8. Most importantly, DO NOT, UNDER ANY CIRCUMSTANCES, INTERRUPT A PERFECTLY GOOD SCENE OR DROP ANY SUGGESTIONS OR IDEAS!!!
9. If the scene is no longer legible, the scene calls for an edit.
10. If the scene turns into a pure mess or pure chaos, it calls for an edit.
Hints and tips: *UPDATED*
1. If you hear somebody talking, it is best to remain quiet.
2. Do not try snapping somebody's neck unless you want the scene to end.
3. Despite all that's happening, make everything relevent and coherent.
How does that sound? Moderated enough? Any feedback or suggestions?