The Encyclopedia of Interactive Performance

 » Justify

Justify

to make something make sense within a given context


When improvising, it’s easier to play when things make sense. If something doesn’t fit, it feels like a flaw in the story. This is why inter-actors need the ability to justify. It makes things that might otherwise seem odd make sense.

For narrative reasons, Alan’s mother needs to be present at her son’s high school prom, but if she’s there for no apparent reason, it’s weird. However, when it’s justified by the fact that the high school administration has asked parents to chaperone the dance, it still may be awkward for Alan, but her presence makes sense.

When you have the ability to justify, you become a better player. It’s easier to trust your impulses when you can justify whatever shows up. When something needs to happen within the narrative, justification provides the reason for doing what the story needs. Your ability to justify is also essential when supporting spects. Justifying blocks, unconscious offers, absurd offers, and out-of-story offers, makes anything that spects do fit within the story. This helps them feel like they are playing “right,” no matter what they do.

The fastest justification is subconscious. The “reason why” pops into your head without the need to think. To achieve this subconscious speed, you may need to do some conscious practice. You can strengthen your ability to justify by practicing the skills of linking and association. As these skills develop, so does your ability to generate justifications on the fly.

The more easily you can justify, the more you can relax and play with ease. You can do whatever needs to be done, incorporate whatever spects may offer, and craft stories where all the elements work together as a cohesive whole.

Updated: August 22, 2024

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Encyclopedia of Interactive Performance