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Introduction:
Description:
Those are the elements of an open scene that we all strive for, and continue to strive for. The games pay our improv bills, and hone the skills of listening, focusing, characterization, and story-telling. Handles give us a cacoon to get our chops on stage, to let us realize that we can perform and help people laugh. It is the open scene that makes improv worth doing.
An element of structure can help give direction to those that want to embark on open scene work. Every scene has a beginning. In the beginning of the scene, the environment is usually defined. It is smart to define the environment with just one player on stage alone. In the beginning there should also be characters defined, and even the relationship between the characters. The next part is the middling of the scene. Here is where the story should start to unfold. The conflict needs to established, interpersonal conflicts work well. Any routines that develop should be broken and the scene advanced. It is easiest to advance by adding to the initial offer, and not by adding new things all the time. The ending should resolve the conflict. That will make everyone feel whole. The cleanest endings somehow reincorporate some earlier offer. Deus Ex Machina gets tiresome. The characters should be complimentary to each other, and remain consistent through the whole scene.
Now go out and break every guideline. That is how we push back the envelope.
Gimmicks:
Variations:
Credit to:
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