The Encyclopedia of Interactive Performance

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coming up with an idea by thinking about it

Invention is the generation of ideas through a process of conscious thought. It’s counterpoint is inspiration. Both are useful tools when improvising.

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to go along with a player’s intention behind an offer when it’s contrary to the character’s intention

There are two intentions behind every offer: The intention of the character, and the intention of the inter-actor playing the character. These two intentions are not always the same.

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If you’re stuck for what to say, declare something. Say how you feel. Make an observation about a character, the location, or what’s going on. Let it be simple. State the obvious. When you make a declaration, you establish a detail while avoiding a question.

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an offer that implies a story detail

Oblique offers imply information rather than explicitly stating it. They allow spects to be smart and infer elements of the story without spoon-feeding them every single detail.

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anything a person says or does

An offer is the basic building block of an improvised story. It’s anything you say or anything you do.

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When an offer mirrors a previous offer, it’s a parallel offer. When an offer is relevant but not identical to a previous offer, it’s a complementary offer.

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an offer that is the same as a previous offer

A parallel offer is saying or doing the same thing as someone else.

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There’s nothing wrong with talking, but it’s easy to become over-reliant on it. Words are abstractions. Physicality is real. When you make physical offers, it brings more reality to the experience. This is why it’s good to physicalize your offers.

Exercises

Do an arbitrary physical motion, then justify what action you might be engaged in. See how many you can do in two minutes.

Exercises

Make a verbal offer that incorporates a random word from the Gimme Getter. Make as many offers as you can in two minutes. (2 minutes)

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Encyclopedia of Interactive Performance