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When a scene needs some extra juice, here are some things you can do to get it jumpstarted.
A scene is played in which the players only make statements. If a question is asked, the other player responds with the answer, “No.”
Player B makes an offer. Player A responds with a single sentence, then waits for Player B to respond to that. This pattern continues through the whole scene.
The Scene Timer is an app that tracks the duration of a scene and notifies players when the end of a scene is near. It’s much like the blinking red light that notifies stand-up comics when their set is almost done.
Two players play a scene with one as the inter-actor and the other as the spect. The inter-actor draws ideas from the spect by giving them choices and asking open-ended questions, echo questions, and “why” questions. Additionally, the inter-actor pays attention to the spect’s behaviors and actions. The inter-actor’s objective is to follow and incorporate each choice, idea, and behavior of the spect
Two players sit on side-by-side in chairs doing nothing. There is no setup or context. Neither one says or does anything until an impulse arises. When an impulse shows up in a player, it is acted upon. The other player doesn’t immediately respond, but rather soaks in what just happened. If soaking it in causes an impulse to arise, the responding player follows it. If not, they do nothing. This process of being present and responding to impulses as they arise continues until the exercise is stopped.
Two characters meet for a first date.
Players do a simple activity that involves an object. Then they break down the activity into segments. They do the activity again, saying “Begin” at the start and “End” at the completion of each segment. The activity is repeated a third time, without saying “Begin” or “End.”
When the setting for a scene is visible—whether in the real-world, a virtual world, or on a physical set—the location is automatically established. However, when the environment only exists in the imagination, the location needs to be established by the players.
A player engages in a simple activity. When “Explore” is called out, the action being done is explored more deeply. When “Advance” is called, the action of the activity progresses. Exploring finds more details in the present moment, while advancing moves to a new action of the activity.