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When scenes have no dramatic juice, it’s sometimes because the activity has no impact on the relationship. Focus on what’s at stake between you and the other character. It doesn’t have to be conflict; it can also be something positive. Let the activity you’re engaged in affect the relationship between the characters.
Two players become black knights, standing on one side of the room. The other players all become white knights and stand on the opposite side. The black knights call out, “Knights move!” The white knights all make a knight’s move—one step forward or back and two steps to either side, or two steps forward or back and one step to either side. Then the white knights call out, “Knights move!” and the black knights make their knight’s move. After making the move, black knights touch anyone within reach, turning them into black knights. This pattern repeats until white knights have reached the other side of the room or have been turned into black knights.
”What problems are you having at home?”
Sudden change carries impact. When you want change to be surprising or shocking to spects, deliver it abruptly and without warning. Make a left turn.
Trying to be interesting seldom works. It places your perspective outside the scene and makes your performance feel forced
Trying to be creative is a trap. It puts you in your head and gets in the way of flow. Let your offers arise naturally out of the context. Trying to be interesting or entertaining seldom produces the desired result. Allow things to be obvious and see where they take you.
If you find yourself stuck in your head trying to respond, let your response be simple. Don’t worry about coming up with something clever, interesting, or entertaining. Allow your response to be simple and see where it takes you.
Say a random word. Then say a second word that is associated with the first word. Then say a word associated with the second word. Continue generating associated words for one minute. Track how many words (or phrases) are generated in one minute.
Players stand in a circle. One player says a word and points to someone. That player says a word related to the prior word, and points to someone else. The pattern continues, with players saying words related to the word spoken immediately before.