The Encyclopedia of Interactive Performance

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Exercises

Player A and Player B each play a character that they have developed. They determine (or are given) a circumstance in which their characters might encounter each other. They play out a scene that illustrates particular traits, perspectives, and characteristics of each of their characters.

Topics

Life without relationships is like solitary confinement. We’re hard-wired to connect with each other, even when we play in fiction. We engage in make believe the same way we do in life—through relationships.

Exercises

Players each take a playing card without looking at it and put it on their forehead so others can see it. Players then assume characters and mingle with one another as they would at a reunion. Everyone tries to determine their positional status by how others engage with them. After mingling for a while, without looking at their cards, players line up from low (Ace) to high (King). Then players look at their cards to see how well status was communicated.

Topics
focus on how the activity impacts the relationship with the spect

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.

Topics

When the focus of a scene is on something that’s happening elsewhere, that’s offstage action. In most cases, it’s best to focus on what’s going on between you and the spect. Don’t put the primary focus on offstage characters, activities, or locations. Keep the spect at the center of the action by focusing on what’s going on between you.

Topics
who characters are to each other

Relationship is an aspect of character that spects need to understand in order to play with assurance. It can be implied through oblique offers, but should also be clarified explicitly to avoid ambiguity.

Exercises

A scene is played in which the given context produces emotions so profound that words are not enough. The players engage deeply in the moment with each other, speaking no dialogue.

Exercises

Players mingle and chat. On a given signal, players start embodying either high or low physical status while continuing to mingle. When another signal is given, they embody the opposite form of physical status.

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Encyclopedia of Interactive Performance