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Contents Title Page Dedication Copyright Introduction Chapter 1 - Yes, and... Chapter 2 - The Goal Chapter 3 - The Triangle of the Scene Chapter 4 - Show Me Chapter 5 - Solo Practice Game Chapter 6 - Assigning Meaning Chapter 7 - 1st Beat, 2nd Beats Chapter 8 - Tag Outs Chapter 9 - Wrapping Up Chapter 10 - Thanks Chapter 11 - About the Author
THE TRIANGLE OF THE SCENE A simple, practical, powerful method for approaching improvisation (Second Edition) by PAUL VAILLANCOURT
Dedication To Lindsey, Isabelle and Bro
Copyright © 2015 by Paul Vaillancourt All rights reserved. No part of this book may be reproduced in any form or by any means without permission in writing from the author, except for the inclusion of brief quotations in a review.
INTRODUCTION My name is Paul Vaillancourt and I love improv. I remember the exact moment that I fell in love. I was a freshman in college and my friend Thomas said, “Hey, I'm doing this improv show. Do you want to come see it?” I did – I had no idea what an “Improv show” was but in college you're up for anything so I went. The group, Erasable Inc., was our college's improv group and they did mostly short form improv games, but in this show they ended with a long improvised piece called a Harold. Part of the Harold was about a guy trying to find out who made Muzak so all through the piece he's questing, questing, questing until finally he says, “I'm going in there.” Then two other players came out on stage as guards and tried to stop him. He pushed past them into a board room where a few people were gathered around a table. The questing man said, “You? You make Muzak. Paul McCartney? John Lennon? Paul Simon?” Then the guy who was Paul McCartney spoke up, “Right, mate. We usually make the Muzak first, then jazz it up for everyone else.” That was it. My mind was blown. I was in love and I said out loud to myself, “That's what I'm going to do with the rest of my life.” It's been a straight line from that moment to now. I went on to join and then direct that very improv group (Erasable Inc.) as well as two other college improv groups (Cal State Northridge's CSUN Scene Machine and Northwestern's Mee-Ow Show). I studied at Comedy Sportz, Second City and iO. I even took classes from a guy who taught in the basement of the Department of Defense. If there was an improv class out there, I took it. When I started at the iO in Chicago I had many great teachers including the legendary Del Close. Eventually I became a coach and then a teacher myself. After six years at the iO Chicago, Charna Halpern and I founded the iO West and I have been teaching and performing there ever since. All told I have been improvising for 30 years and teaching for over 25. It has been a great experience. My favorite class to teach is level 1 – Intro to Improv. The classes are always different and always a new challenge for a teacher. As a level 1 teacher I am often taking students with no improv experience and, by the end of the seven week class, getting them to do solid
two person scenes - the most basic and important building block of all improv. Along the way I've experimented with many different exercises and methods for achieving this goal. One of the main things I've tried to do is to look at myself and my fellow experienced improvisors and figure out how we actually do it – what tools and skills do we actually use on stage. I think those are the things that are the most useful to new students and players of all levels. For a long time I had a general sense of what I wanted the students to do in scenes, and through some nudging this way and that the students eventually got there. Then, a couple of years ago, at the end of the session, one student wrote on her class evaluation form, “I feel like I am leaving class with a set of tools that I will be able to use when I'm improvising.” That's when it hit me - instead of just giving the students experiences that hinted at what I wanted them to do, I needed to give them tools that they could use over and over again whenever they were improvising. Not tricks, or formulas that would lead them to the same type of scenes over and over again but universal tools that they could use to build whatever they wanted. When I started to think about teaching in that way I came up with the Triangle of the Scene – a simple, concrete set of tools that encapsulated what I'd been trying to nudge students towards for years; tools students could quickly understand and begin using in their work. Don't get me wrong, they would still need practice – it is after all an art and not a science - but with these tools they could more easily self-diagnose their scenes and see where/why they succeeded or where/why they struggled. As an improvisor, one of the worst feelings to have on stage it the feeling of “What do I do now?” If players use the tools in this book they will always have at least three things that they could do in a scene at any moment. I will discuss, at length, what those things are and how they work in upcoming chapters. WHO IS THIS BOOK FOR? This book is for beginning improvisors who are looking for a systematic, concrete inroad into improv in general and long form improv in particular. It will give them the basic skills and tools they need to start improvising in powerful ways.
This book is also for the experienced improvisor who has lost their way or is looking to sharpen their skills. As someone who has been doing this for a while, I am often approached by teams or improvisors who have been working for a few years and are at some kind of crossroads with their work. The thing that seems to make the most difference to these teams and these players is not introducing them to a bunch of new forms or openings or games but rather taking them back to basics and refreshing and strengthening their basic technique - their ability to do a strong two person scene. Having good, strong basic technique is the key to being a really great improvisor. In addition, this book is for teachers and coaches looking for a set of tools that they can use to help their students start improvising more quickly and more powerfully. Because the tools in this book are concrete, replicable tools they give the teacher/coach and the players a clear ruler to measure scenes against as well as a systematic method for diagnosing scenic problems and helping those scenes get back on track. HOW THE BOOK IS STRUCTURED In each section of the book I have tried to introduce an important idea and, when possible, follow it up with an exercise that will work on that idea. To help readers get a more full understanding of how the exercise works, I have also followed the explanation of the exercise with a written example and a link to a video example so the reader can observe the exercise in action. This, I think, will be very helpful as improv has historically been and oral history passed down from teacher to student. I know that in my experience I have learned much more from seeing an exercise in action than from reading about it. The ability to include the links to these videos will hopefully go some distance towards bridging that gap for you, the reader. Moving through the book you will also see some blue boxes - these contain side notes that will give some extra advice along the way. LET’S GO I love improv...and I love improvisors. Thanks for letting me share my passion in this book and I hope that it will help you be a better improvisor and deepen your love for this art as well. Let's go!

Welcome From The Author
CHAPTER 1
Yes, and... The most basic skill of improv YES AND... The most basic skill of improv is “Yes and...” This simply means agreeing with what's going on and adding to it. If your partner says “This is my new puppy.” You don't say “That's not a puppy, that's a toaster.” Pretty obvious, right? It stops the scene in it's tracks and now we, as players and audience members, don't know what's what. It also introduces judgement into the scene. As players, we want to support our fellow players and make them look good. In the example above, saying that your partner's puppy is not a puppy, but a toaster doesn't support his offer, doesn't make him look good AND it makes the rest of the scene harder to do because now he knows that no matter what he says his, partner might completely contradict him – that worry makes it tougher for us to be our most open and creative. Del Close (I will quote him a lot - if you don’t know who he is, stop reading now, do a quick Google search and then come back) used to say “If we treat our partners like geniuses, they will be.” If you were on stage with the person whom you thought was the best improviser in the world and they said “This is my new puppy” you'd agree and say “yes” with everything you've got. That's hyper- acceptance and that’s the spirit we need. We can also call this a good “yes instinct” - where our FIRST instinct is to say “yes” and THEN figure out why. To quote Del again “Fall, then figure out what to do on the way down.” Because “Yes, and...” is such an important skill, the first exercise really works on getting players into that “Yes, and...” frame of mind. THE AD GAME The Ad Game is all about hyper-acceptance, strengthening that “yes instinct”, and getting to feel the freedom of knowing that whatever you say is going to be enthusiastically accepted and added to.
Here's how it goes: Number of Players: Usually 7 or 8 people up on stage with chairs. They make a little semicircle, enough so they can see each other but still be open to the audience. Suggestion: A simple household object. Instructions: They are going to be developing a new version of this product and they are going to be coming up with: 1. What's new and different about it 2. The name of the product 3. The tag line for the product 4. A commercial for the product The players are going to do all of that by using “yes and...” and hyperacceptance - whatever idea they hear is the best idea they've ever heard and they are going to greet it with a big, loud “yes”. I'll usually try out a couple of absurd ideas on them just to get them into the swing of it before we start and to make sure that they're really giving that big, loud “yes”. Once the players are arranged and have a handle on the instructions I get the suggestion and throw it out to the group. They start shouting out ideas and “yeses” and then I'm merely facilitating the exercise; making sure everyone gets in, making sure the big, loud “yeses” don't drop off and moving them from task to task – once we've heard a good amount about what's new and different about the product, I'll ask them to name the product, then I'll move them on to the tag line for the product. When we get to commercial I start by asking them for three celebrities who might endorse the product. Once we have our celebrities, I move them on to the commercial and start with “We open on...” From then on I'm just saying “and then...” after each “yes” to keep it moving forward. Finally, when I think the commercial is about done I'll give one last prompt; “And it ends with...” and we'll get that last image and end the exercise. Afterwards, we talk about the exercise and I try to get them to tell me what it felt like knowing they could say anything and their team would give them that big, loud “yes”. Most of the time they'll say things like, “Freeing,
supportive, great!” That's what I want them to feel. I want them to get that real, visceral taste of “yes and...” in action. The Ad Game A MORE TRICKY YES AND... “Yes and-ing” is not just the characters mechanically agreeing with each other. It is about the players agreeing to each other's game moves and trying to add to them. Improv is like a stage combat fight – the two characters are fighting for their lives and each of the characters wants to win, but the players know how that fight is going to turn out and they need to facilitate that by playing their parts to the best of their abilities. In the end, however, the guy that's supposed to lose always loses. This is an example of the players agreeing, working together and “yes and-ing” that fight and the way it has to turn out even though the characters are clearly in conflict with each other. Let's look at this example: Player 1: You always think I'm wrong. Player 2: Yes, I do. In this case, Player 2's character is “yessing” what his partner is saying but Player 2 is not “yessing” the move that Player 1 is trying to make. Player 1's character is putting out there the idea that Player 2's character always thinks he's wrong. So, if Player 2's character agrees with that he is actually negating Player 1's idea. Try this: Player 1: You always think I'm wrong. Player 2: That is so not true. In this case, Player 2's character is saying “no” to Player 1's character, but Player 2 is actually “yessing” the idea that his character always thinks that Player 1's character is wrong. So, in this case Player 2 needs to say “no” to say “yes”.
This idea of the players working together even though the characters may be in conflict is very important for making the scene work. Keep in mind, the most important thing is the scene; what's going to make the scene better, more open, and more expansive. So, this is the bigger “yes and...” that we need to keep in mind. A COUPLE OF WAYS PLAYERS GET OFF THE “YES AND” TRACK Putting their character before the scene – Sometimes players will “no” their partner because, they say, “My character wouldn't do that”. Del Close had a saying about this, “Don't let your character get in the way of the scene.” Just like the stage combat example above, you, as a player, need to make your character do whatever serves the scene the most. If we agree that the scene comes first, then this should be obvious. To help with this we can use a tool called “Yes, in spite...” This simply means that you, as a player, need to “yes” (the big “yes” we talked about above) in spite of whatever reason you have for saying “no”. Saying “yes” even though your character wants to say “no” is also a great way to put tension in your character. For example: Player 1: I'm afraid of heights. Player 2: We've got to get on the roof, it's our only escape. Now, Player 2's character doesn't want to go on the roof, so what does she have to do? Go on the roof. It puts her out of her comfort zone and puts tension in her character and that's good. Now, “Yes, in spite...” doesn't mean just throw away your character – in the example above Player 2's character can complain about going on the roof, tell us her reservations about going on the roof, even do it unwillingly, but she's got to go on that roof – she, as a player, has got to say “yes”. “Normalizing” the scene – Sometimes we'll get an offer from our partner that seems weird or strange and our natural, human desire for the safe and familiar kicks in and we try to “normalize” the scene - make it more normal. For example:
Player 1: Congrats on the promotion to manager. You've been using voodoo again, haven't you? Player 2: Nope, just good old fashioned hard work. Player 2 is scared of the idea of a scene involving voodoo so he retreats back to our “normal” world where voodoo doesn't work – but what if it went this way? Player 1: Congrats on the promotion to manager. You've been using voodoo again, haven't you? Player 2: As a matter of fact I have, and let me tell you it is working like gang busters. What is more interesting, a world where voodoo doesn't work or a world where it does? I think that we, as players, need to make that expansive choice and open up the doors of possibility and say “yes” to this idea. Del used to say, “The real world is the straight road – improv is the curvy road, the twisty road, the under road, the over road, the around the back road.” We can't keep pushing all of our scenes back on to the straight and narrow. We need to allow them to follow some of these other roads. Worrying about plot – Sometimes the players start thinking about the plot what's going to happen in the scene or where the scene is going to go – so they'll pick a fight with their partner to stir up some conflict and give themselves the feeling that something is happening. As improvisers, and especially long-form improvisers, we need to get away from a dependence on story, plot and premise and concentrate on relationship. We'll talk more about this next. For now, the players need to try to stay in the moment and deal with what is happening right now between the characters – the relationship. If we concentrate on plot or the premise we are kind of marrying ourselves to story and while story is one option of how to play it is not the only option, nor, in the long run, it is our most powerful option. We want to be able to use story sometimes but by choice not because its the only thing we have. We want to have the option of exploring those characters and their world as well as their story.
CHAPTER 2
The Goal The relationship based, game driven, two person scene WHAT IS THE GOAL? The most basic unit of improv, and long-form improv in particular, is the two person scene, but not just any two person scene. For our purposes, we need a particular kind of two person scene: A RELATIONSHIP BASED, GAME DRIVEN, TWO PERSON SCENE. THE RELATIONSHIP BASED SCENE A relationship based scene is one in which the scene is happening between the two characters on stage in that moment. It's not about the premise, it's not about the jokes, and it's not about the activity they're doing. Don't get me wrong, all of those things are probably in the scene, but the scene is not ABOUT those things. It's ABOUT what's happening in the relationship between those two characters on stage in that moment and all those other things are there to serve that relationship. If players do that, then they are on their way to doing a good scene, BUT for long-form improv we need a little bit more. We need a scene that is: 1. A complete scene with its own beginning, middle and end that can stand on its own. 2. A scene that sets the stage for other scenes to come. The players accomplish this by setting up each character’s game - more about this in a moment - and the relationship between the two characters. To be clear, this is not plot or story. Story is easy to do. We are story making creatures. We see or do a scene and we can easily come up with a scene that shows what comes next. We want the show to be 'and then...'
which is story but ALSO 'what else...' which is exploring the world of the characters. In order to do that we need a scene that is game driven. THE GAME DRIVEN SCENE In improv there is a lot of talk about the 'game of the scene' and some disagreement about what that means. Possible definitions include – the funny thing, the weird thing, the unusual thing, etc. These are all fine definitions that work to a certain extent, but if we agree that the goal we are shooting for is the 'relationship based, game driven, two person scene' then I think that these definitions can sometimes get us off track. If the game exists separate from the characters, separate from their relationship, then the characters run the risk of just becoming cogs in the machine that is the game and this can lead to scenes that are a bit thin or glib. I think we get a better, deeper, quality scene if we link the relationship and the game together. In a scene, each character should have their own game – that is, a big character trait or drive or what they're doing. The game of the scene is those two character games rubbing up against each other. That rubbing will generate the plot or the premise – like rubbing two sticks together to start a fire – but that plot or premise, if necessary, will organically grow out of the characters and their games. This approach is best explained with an example. Take the TV show 'Friends' – even though this is a scripted show we can see this idea at play over and over again. First, each character in 'Friends' has a game - a big character trait or a thing they do - it is their character: Ross is the nerdy one. Chandler is the sarcastic one. Joey is the dumb one. Monica is the control freak. Rachel is the princess. Phoebe is the spacey one.
More or less, that's all they do. For ten years, these characters basically play these games over and over again. Scenes are created by putting two of these characters in a situation and letting their games rub up against each other. For example: Ross and Joey are making sandwiches. We can start to imagine the scene just from that information: Ross (being nerdy) and Joey (being dumb) making sandwiches. Ross is going to be nerdy about it – maybe he has figured out the optimal way to make a sandwich with the least amount of effort and the least amount of waste while Joey is just going to be slapping things together and shoving them in his mouth. The scene comes from their games rubbing up against each other while doing an activity. We can also see that this is going to be a DIFFERENT scene from Chandler and Joey making sandwiches because the games are different and so they rub up against each other in a different way. Chandler (being sarcastic) and Joey (being dumb) making sandwiches. Now, maybe Chandler is being sarcastic about why they're making sandwiches or the ingredients or Joey's haphazard method of just slapping things together and jamming them in his mouth. From these two examples it is obvious that in improv players can get their scene off to a powerful start by establishing these three pieces of information as early in the scene as possible: 1. Character 1’s game 2. Character 2’s game 3. What they’re doing Once the players have established those things they know everything they need to know to do that scene. I call this way of putting scenes together The Triangle of the Scene.
CHAPTER 3
The Triangle of the Scene The essential information of the scene WHAT IS THE TRIANGLE OF THE SCENE? The triangle of the scene is the basic building blocks that you need to make a scene work. In the classical model of improv we talk about WHO, WHAT, and WHERE. The triangle of scene is closely related to this concept but it takes the 'nouns' and makes them into 'verbs' because in an improv scene it's not about who or what we ARE but who or what we DO. The Triangle of the scene, then, is made up of these three elements:
What I'm doing – my character's game.
What my partner is doing – their character's game. What we're doing it about – the activity that we're doing or the situation that we're in. Let’s revisit the Friends example: Ross (his game; being nerdy) and Joey (his game; being dumb) make sandwiches (the activity). As we saw above, once we have these three pieces of information in place our scene is off and running. As an improv teacher/coach I never want my students/players to be up on stage thinking “What do I do now?” That is a terrible feeling. If I’m using the Triangle of the Scene, however, I always have at least three things I can do in the scene: Play my character's game - if my character’s game is being nerdy, then I can have, say or do something nerdy Help my partner play his character's game - if his character’s game is being dumb then I can give him an opportunity to have, say or do something dumb. Work on the environment, the activity or the situation - if we are making sandwiches, I can work on making sandwiches. So, how do we set up the Triangle of the Scene? BIG PLAYABLE GIFT The first step to setting up the Triangle of the Scene is focusing on your partner and giving them a “big, playable gift” as early in the scene as possible.

There are basically three kinds of information that we give out about our partners, not all of them qualify as big, playable gifts. The three kinds of information are: 1. Surface Information: What they look like – Hey, you have beautiful hair. What they're wearing – Nice vest. Their situation – Tom, you're late for work again. Now, all of these different offers tell us something about our partner but they're not really 'the big, playable gifts' that we are looking for because they are so transient and have a low degree of playability. Take “Hey, you beautiful hair.” for example – I can show that I have beautiful hair, I can brush it, I can talk about it but it doesn't really say a lot about my character there's not a lot I can do about my beautiful hair. How about “Nice vest”? It doesn't say much about the character, there is not much we can do with it, and once he takes off his vest, we don't know anything about him. Again, not the big playable gift we're looking for. “Tom, you're late for work again.” This talks about his situation – we know that he's late but we don't really know anything about him in the big picture. Who is he when he's at home? Is he late there too? If so, why? What does it mean about him? (We'll come back to this question later.) 2. Emotional Information: You seem sad today. You're so vain. You're so optimistic. You can see that all of these offers have much more playability. They give the player and the character more of an attitude towards the world, more of a way to play, more something to do. These gifts are really good gifts to give, but we can give even a little bit more. 3. Drives or Character Information: You have a problem with authority. You are the meanest person I've ever met. You're like my grandmother. These are the best gifts to give your partner. They have the greatest playability. Judge for yourself. If you got one of these gifts at the beginning of the scene wouldn't you feel like you had a lot of things to do or to play in the scene? That is the hallmark of a big, playable gift – once you get it, you start thinking about all the different ways that you can play it.
If my character has a problem with authority there are many ways to show that or do that. I could drink in school, I could protest my boss for making me work over time, I could wrestle the cop who pulls me over for speeding. If I'm the meanest person my partner has ever met, I can just start being mean – I could slap my partner’s baby, I could shoot them in the foot, I could take their new iPhone and throw it down the sewer. Also, if my partner says I'm like her grandmother then I can take on the attitude and stereotypical behavior of a grandmother even though my character may be a construction worker. Now I'm the construction worker that acts like people's grandmother. Maybe I bake cookies for the guys who work on the site. Maybe I try to get one of the other workers to wear his hard hat back a little bit to show his handsome face. Maybe I lick my thumb and try to wipe some dirt off of one of the other guys' faces. All things a grandmother might do, but a construction worker is doing them because I got the gift of “you're like my grandmother” from my partner. The big playable gift is like a lens through which your character sees and interacts with the world. Think back to our earlier example of Friends. Ross is the nerdy one. He sees the world through the lens of being nerdy, he interacts with the world through the lens of being nerdy – no matter how much he tries to NOT be nerdy, he ends up being nerdy. Also, realize that characters’ games are separate from their professions or the other roles that they, as characters, play. Think about Ross - he is a nerdy college professor, but he’s also a nerdy brother to Monica, a nerdy friend to Chandler - and, even if he got a job as, say, a club promoter he would be a nerdy club promoter. His game - his big character trait or thing that he does - travels with him and informs his approach to the world in everything he does. This idea of a character’s game being a lens through which they see and interact with the world is a very powerful tool. YOU... When I first came to the iO in Chicago I’d already been improvising for 6 or 7 years. I’d done improv in three college improv groups (two of which I directed), I had performed with Comedy Sportz in Virginia, I’d completed the Second City Training Program and I’d even taken classes from this guy
who taught in the basement of the department of defense. Needless to say I had been around a little bit. When I got to iO Chicago they really stressed the idea of taking care of your partner and making your partner look good and that idea has really stuck with me. Even Del Close said “Treat your partners like geniuses and they will be.” How do we take care of our partner? By giving them gifts, saying things about them, helping them play the scene. The tricky part of this is that to do this we have to focus on our partner and the natural human state, especially under pressure (like in the middle of an improv show in front of an audience for instance), is to focus on ourselves. Heck, I could talk about MYSELF all day long. There is nothing more fascinating to ME than ME. To be a good improvisor, however, we need to get past this natural human instinct and FOCUS ON OUR PARTNERS and get good at talking about THEM and giving THEM gifts to play.

IT'S TUESDAY AND YOU... I like this exercise because it works a few different muscles; our ability to talk about our partner, our listening, our ability to play the gifts we're given and our “yes and...” Number of Players: 2 Suggestion: None Instructions: Two players get up on stage and one player will say to the other “It's Tuesday and you...” and they'll complete that offer and that'll be the first line of the exercise. Then the other player will repeat the last thing the first player said from their perspective and then say something back and so on. For example: Player 1: It's Tuesday and you...are late again. Player 2: I am late again and you love to get on my case about it. Player 1: I do love to get on your case about it and you need someone to keep you in line. Player 2: I do need someone to keep me in line and you smother me. This exercise goes on but you get the general idea. It's Tuesday And You...

You'll notice that the structure of the exercise forces both players to talk exclusively about their partner. For some people this is very hard, but it is necessary to get good at talking about your partner, especially for what comes next. It’s important to talk for a moment about some of the things that people do in this exercise that are a bit off track.
TRAPS PLAYERS CAN FALL INTO The player may say “but” or “because” instead of “and”. For example: “I am late again BUT you were late too.” Or “I am late again BECAUSE there was so much traffic.” Once we start down this road we are getting away from the relationship between the characters, which is half our goal. I try to keep the players on track with the side coach “And!” They should then go back and re-say their offer, changing it if necessary to be an “and” statement. Often times people say “but” or “because” even though their offer will work just fine as an “and” - this is the beginning of getting them into the “Yes and...” mindset. The players may get into what the other player “should do” or “needs to do”. For example: “I am late again and you should relax.” The use of “should” or “need to” is off track because it is not our strongest offer. We are better off saying what the other character IS doing not what they SHOULD do. Ex. “You should relax” REALLY means something like “You're so uptight”. “You're so uptight” is a stronger gift for my partner because they don't have to translate it in their head (they said I should relax so that means I am totally up tight) and they can play it right away. We have enough things to think about during a show without trying to translate our partner's offers while the audience looks on. Also, when I leave it up to my partner to translate the offer I don't know what their translation might be so I don't really know what their gift is going to end up being and, as a consequence, I don't really know how to best help them play that gift. Ex. I say to my partner “You need to calm down.” My partner then translates that as “I am totally freaking out” but I think it means “You’re too uptight.” Now we are playing a bit at cross purposes; he's trying to play “totally freaking out” and I'm trying to help him play “too uptight.” This little glitch is going to make the scene a bit harder to do. The players aren't giving BIG playable gifts. For example: “I am late again and you are my boss.”
While this will probably be shown to be true in the course of the scene it is not the big playable gift that we're hoping for. Think about the big picture. Although, I may be your boss in this scene “You're my boss” doesn't give me any help or indication as to how I should PLAY your boss. Am I a caring boss who is concerned that you're late? Am I a nagging boss who is mad that you're late? Am I a wimpy boss who is scared that you're late? An offer that tells me what I'm DOING has more playability than one that tells me what I AM. I really strive to get players to make those BIG, PLAYABLE gifts; things that tell the player something playable about their character. The players robotically repeat what the other person says without letting it affect them. For example: May be one player tells the other “You're the meanest person I know”, then the other player just forges ahead without being affected by that at all. Once the player gets the gift “You're the meanest person I know” they should start playing it right away. Obviously, they can't say something about themselves but they can take on that attitude physically and vocally and start playing from that point of view. Their next line, for example, should be from the point of view of the meanest person that other character knows. “I am the meanest person you know and you’re afraid of me.” The player resists the offer When someone says something negative about us our natural instinct is to defend ourselves but in improv we really need to do the opposite and lean into that gift. If my partner says to me “You are a complete slacker” then I'm going to try to own that gift and lean into it right away. Remember that improv is kind of like a stage combat fight. One of those actors knows that his character is going to 'lose' that fight but it is his job to be the best ‘loser’ he can be – same goes for an improv scene. If my partner says I'm a loser or slacker or whatever – I'm going to try to be the best loser, slacker, whatever that I can be. The player plays the offer too timidly Sometimes the player will get the offer and play it but only to a point, but what they really need to be doing is “turning up” what they're doing. To be clear, “turn it up” doesn't necessarily mean louder, it can, but there are other
ways to “turn it up” too. “Turn it up” means DO MORE of what your thing is. If your thing is being sloppy, then be super sloppy. If your thing is that you're organized, then be super organized. Also, when players turn it up it is easier for them to play their gift because they can more clearly see what it is AND it is easier for other player to help them play their gift for the same reason. The players focus their energy outside the scene Earlier I said that the scene needs to be relationship based and that means the scene is happening between the two characters on stage in that moment. Sometimes players will get distracted and start talking about things outside of the scene; things in the past, in the future or things/people that are off stage. As hinted above, the players can talk about these things but only if they are serving the relationship that is happening now between the characters in the moment. One facet of this problem is putting the power or the decisive element outside the scene. For example: Often times when the two players end up being children or siblings they will try things like “I'm going to tell mom” or “Wait until Dad gets home. You're going to get it” and this stalls the scene because the power or the decisive element is outside of the scene and the characters have, in a way, disempowered themselves from being able to resolve the scene between the two of them because what they say or do doesn't count as much as what someone else outside the scene says or does. They are in a holding pattern waiting for this other person to arrive or weigh in.

The players get stuck just trying to think of synonyms for their initial offer. For example: Player 1: It's Tuesday and you're late again. Player 2: I am late again and you are so uptight. Player 1: I am so uptight and you are always tardy. Player 2: I am always tardy and you can't relax. As you can see, the players aren't really making much progress in the scene. They've made some good opening offers, now what? Now they need to ACTIVATE those offers – improv is, after all, ideas in action. So, my partner and I need to help each other put our games into action in one of two ways: Saying what it MEANS. Giving them an ACTION to do. SAYING WHAT IT MEANS: One of the most important questions we can ask ourselves in an improv scene is “What does that mean?” What does it mean about you? What does it mean about me? What does it mean about us? (We will talk more about this in Chapter 6 - Assigning Meaning) For example: What does the fact that player 2 is late again MEAN about them - ask yourself that question, answer it and then tell your partner the answer. Player 1: It's Tuesday and you're late again. Player 2: I am late again and you are so uptight. Player 1: I am so uptight and you don't care about this job. (Player 1 is now saying what Player 2’s lateness MEANS about them. Now Player 2 has a much more PLAYABLE gift.) Player 2: I don't care about this job and you do everything by the book. (Player 2 adding to Player 1’s gift. Now we know Player 1 is so uptight because he does everything by the book. ‘You’re so
uptight’ is playable, but ‘You do everything by the book’ is even MORE playable.) GIVING THEM AN ACTION TO DO: Another good way to help your partner active their gift is to give them an action to do. Player 1: It's Tuesday and you're late again. Player 2: I am late again and you are so uptight. Player 1: I am so uptight and you don't care about this job. Player 2: I don't care about this job and you're going to write me up again. (Player 1 goes to his desk and grabs his 'write up pad'.) Player 1: I am going to write you up again and you're just going to plop down in your chair and take a nap. (Player 2 plops down in his chair, puts his hands behind his head and closes his eyes). Two things to notice about this example: Player 1 starts off with something about the SITUATION instead of something about his partner – as we saw above, a kind of weak offer, but in his second line he makes the offer better by saying what it means about his partner “You don't care about this job” - now his partner has something to play. The players are each giving the other some- thing to DO in the scene – a way to SHOW their respective games. That is super helpful because in a scene I can hear that you're so up- tight but that's just hearsay. When I see you be uptight that starts to become a real thing. One final thing about this exercise – it is not a scene. The exercise is SCENE-LIKE but its not a scene. It's like an x-ray of a scene where we get to see the decisions that will move the scene forward. Each line of the exercise might be a whole little stanza in an actual scene per se. If in the first line player 1 says, “You're late again.” That might turn into a 3 or 4 line “stanza” of the scene. Then player 2 might might make a big decision and say “You're so uptight” and then that might turn into a 3 or 4 line stanza of the scene and so on.

In the case of this exercise you “discover” what your partner is saying about you and then you “decide” how to play it. So, you're not just a puppet being maneuvered around the scene by your partner, although sometimes they will be telling you what to do or how to play. You and your partner are really engaged in a dialog of information. You tell him something about his character, then he decides how to play it. Then your next offer to him is influenced by how he's playing his character.
Meanwhile, he is making offers about you and you are deciding how to play them and he is, no doubt, being influenced by your decisions. Once the players have had a crack at “It's Tuesday and you...” they will, hopefully, be more aware of taking care of their partner by feeding them, talking about them and, above all, giving them that BIG PLAYABLE GIFT at the beginning of the scene. Now, I'd like to move on to another exercise that fully brings the Triangle of the Scene into play. ANNOUNCING THE TRIANGLE Number of players: 2 Suggestion: None Instructions: The players are going to do a scene, but before the scene starts they are going to announce the Triangle of the Scene; the first player is going to give his partner a big, playable gift (just like we've been talking about) and then the second player is going to give her partner a big, playable gift and then one of them will say “Well, let's get back to this...” and then say the activity they are doing. Then the players will launch into the scene playing the gifts they've been given. For example: Player 1: You are so controlling. Player 2: You are so sensitive. Player 2: Well, let's get back to rowing this canoe. Then they play the scene with player 1's character being controlling and player 2's character being sensitive. The activity or situation is there to give you a set of tools to play your games with. In this example, the activity of rowing a canoe and everything that comes with it is there to help these two characters show their games and build their relationship. Remember that everything in the scene, everything in the universe of the scene is there to help those players show their games and build their
relationship. Announce the Triangle
CHAPTER 4
Show Me Bringing your gifts to life SHOW ME Once the players have their big, playable gifts they need to SHOW them to the audience and to their partner. Showing your gift does several great things: 1. It makes your gift more real for the audience. If, as an audience member, I hear that you're really greedy, then I want to see you be really greedy. If you don't “do greedy” then it doesn't matter what you say I don't really believe that you’re greedy. To go back to our Friends example from earlier – we think that Ross is nerdy. If Ross suddenly become cool we would start wondering what the heck was going on? It would be confusing to us. This same thing can happen in an improv show. Maybe your partner gives you the gift of “You're so greedy” but for some reason you either resist that gift or start playing your character as being very generous the audience is going to be wondering what the heck is going on. Back to Friends again - the fun of watching Ross ISN’T thinking “Here comes Ross. What's he going to do?” We know he's going to be nerdy, so the fun is really thinking “Here comes Ross. I know he's going to be nerdy – I wonder how he's going to be nerdy.” This is a really powerful tool for us, as improvisors, to get a handle on and to consciously use. We are setting expectations and fulfilling expectations in interesting ways. We will talk even more about the usefulness of this below. 2. Showing your gift also gives you, as a player, so many new ways of exploring your gift. Now it's not just you talking about being greedy, it's your character trying to get all the cupcakes at the office party, or the most magazines in the waiting room. It really integrates your character into the environment. In improv we often talk about “using the environment” but, especially when we are starting out, we wonder how to use the environment or what to use it for. This is the answer;
use the environment to show your game and/or to help your partner show their game. Now, instead of just trying to frantically invent things to fill up an empty space, you are focusing your attention on creating the things that you need to show your (or your partner's) game. 3. Showing your gift is also a great piece of communication between you and your partner. Your partner gives you a gift like “You're so greedy” and you immediately start shoving all the cupcakes into your pocket you're telling your partner “Got it! I'm so greedy. Message received! Lets do this!” 4. Showing your gift is also a great piece of communication to your teammates, once they see that you have received your partner's message and they see you playing that game, then they can help you play that game. So with all the great things that showing your gift can do for you and the scene, you're probably wondering “How do I show my gift?” Don't worry. I got you covered - there’s this great tool called Have/Say/Do. HAVE/SAY/DO When my partner gives me a big, playable gift and I want to show it I ask myself these three questions: What could I HAVE to show my gift? What could I SAY to show my gift? What could I DO to show my gift? Here's an example: My partner gives me the gift “You're the meanest person I know.” Then I ask myself the questions from above. What could I HAVE to show my gift? I could have a journal where I keep track of all the mean things that I've done. What could I SAY to show my gift? I could say, “Yeah, I am. And you better watch yourself ugly.”
What could I DO to show my gift? I could pull out an egg and smash it on their head. Usually people are good at the What could I SAY? Part, but players really need to be good at all three. Here's an exercise to get the players thinking in this way. YOU ARE... Number of players: All the players divided into two lines facing each other - each player standing across from another player who will be their partner. Suggestion: None. Instructions: I do this drill in several rounds. WHAT COULD I HAVE TO SHOW MY GIFT? ROUND ONE - PROFESSIONS The first player in line is going to give her partner - the person standing across from her - the gift of a profession (this can be kind of loose – my partner could say “You're a serial killer which, although not technically a profession, is a fine gift for this exercise.”) Then the other player will say “Yes, that's why I have this...” then they will show some object that they HAVE that has to do with their profession. For example: Player 1: You are a doctor. Player 2: Yes, that's why I have this stethoscope. Then player 2 gives player 1 a profession: Player 2: You are an astronaut. Player 1: Yes, that's why I have this jet pack. Quick note: I really press the players to come up with something that they physically HAVE. Sometimes the players will come up with idea like this: Player 1: You are a doctor.
Player 2: Yes, that's why I'm so respected in this community. In a scene that might be a fine response, but in this exercise I really want to see something that the player physically HAS because once that thing is out there then it can become part of the scene in a concrete way. If my partner wants to get my attention they can grab me by the stethoscope and pull me into them. They can steal my stethoscope. They can pull it back and snap me in the face with it like a rubber band. None of those things happen unless it’s a physical object. We talked earlier about using the space and creating things that help you play your game – this is the beginning of that. When the first pair has gone then I send them to the end of the line and the second pair steps up and does the exercise. This is very much a drill and I usually zip through it keeping the pace up to keep it fun and so that players don't labor too long over their responses. What they say isn’t as important as it is that they say something because as we saw in the Ad Game their partner's job is to give it a big “yes” and help them make that thing work. If someone does get stuck I encourage them to say anything at all. Even if it doesn't make complete sense. For example: Player 1: You are a ballerina. Player 2: Yes, that why I have... (player 2 can't think of anything that a ballerina might have and he starts um-ing and uh-ing.) Teacher: Say anything. It doesn't matter. (more um-ing and uh-ing) Teacher: Say something a ballerina wouldn't have. Player 2: A hammer. Teacher: Great. Move on. Once they say something – even something crazy or especially something crazy – it helps them unlock and feel a bit more free with their answers. The other point to be made here is that now we have a world where at least one ballerina carries a hammer – that's pretty interesting. ROUND TWO – BIG, PLAYABLE GIFTS In this round, rather than professions, the players are giving each other big, playable gifts, like we've been talking about and the player who gets the gift
is responding, again, with something they HAVE. For example: Player 1: You have a problem with authority. Player 2: Yes, that's why I have this protest sign. Player 2: You are very sensitive. Player 1: Yes, that's why I have this box of tissues. This exercise gets players in the habit of taking these concepts, these ideas, these games and making them something concrete in the scene. If it's something concrete in the scene then you are probably showing versus telling. We can also do a third round of the exercise combining the first two rounds. The player giving the gift will give a profession and a big playable gift. The player receiving the gift will try to think of something they have that hits as much of both of those gifts as possible. ROUND THREE – PROFESSIONS AND BIG, PLAYABLE GIFTS For example: Player 1: You are an accountant who wants to be treated like a princess. Player 2: Yes, that's why I have this bedazzled calculator. Player 2: You are an astronaut who is very happy. Player 1: Yes, that's why I have this roll of smiley face stickers. You can see that player 2 captured a bit more of his two gifts (accountant and wants to be treated like a princess) than player 1 (happy and astronaut) but it's not a problem. A lot of the time the players will be hard pressed to find that perfect thing that captures both parts of the gift but that's okay. I just want them to be trying to find that thing and letting that push them to say things that may be out of the box. Astronauts don't usually have a roll of smiley face stickers but this one does and that’s going to be a fun part of the scene to play as we go on. This is the drill for the HAVE portion of HAVE/SAY/ DO – the exercise can be completed in the same way using SAY and DO.
WHAT COULD I SAY TO SHOW MY GIFT? ROUND ONE - PROFESSIONS Player 1: You are a barista. Player 2: Here's your coffee, handsome. (SAYING something as a barista) Player 2: You are a librarian. Player 1: No talking in the study area please. (SAYING something as a librarian) ROUND TWO - BIG, PLAYABLE GIFTS Player 1: You're so stressed out. Player 2: If you don't stop talking I think I'm going to freak out! (SAYING something as someone who is stressed out) Player 2: You are so brave. Player 1: Stand behind me. I'll handle this. (SAYING something as someone who is brave) ROUND THREE – PROFESSIONS AND BIG PLAYABLE GIFTS Player 1: You are a meter maid who dreams of a tropical vacation. Player 2: Only 130 more tickets then Hawaii here I come. (SAYING something as a meter maid who dreams of a tropical vacation) Player 2: You are a newscaster who is a hopeless romantic. Player 1: This just in, I think I'm falling for you. (SAYING something as a newscaster who is a hopeless romantic) This is the round that players usually have the easiest time with. They are most used to talking about things in an improv scene. In this part of the exercise, we are really just helping them focus on their dialogue on showing their gift. WHAT COULD I DO TO SHOW MY GIFT? ROUND ONE - PROFESSIONS
Player 1: You are a fisherman. Player 2: (DOING something as a fisherman – Player 2 casts his line out). Player 2: You are a photographer. Player 1: (DOING something as a photographer – Player 1 takes Player 2's picture) ROUND TWO - BIG, PLAYABLE GIFTS Player 1: You're trying to destroy me. Player 2: (DOING something like a person who is trying to destroy Player 1, Player 2 pulls the pin out of grenade and rolls it towards Player 1) Player 2: You are so optimistic. Player 1: (DOING something like a person who is optimistic, Player 1 pulls out a pen and starts making a graph of profits that only goes up and up). ROUND THREE – PROFESSIONS AND BIG PLAYABLE GIFTS Player 1: You are a police officer who loves compliments. Player 2: (DOING something like a police officer who loves compliments, Player 2 pulls his gun and starts striking poses with it) Player 2: You are a school teacher with no self-confidence. Player 1: (DOING something like a school teacher with no selfconfidence, Player 1 writes something on the chalk board then quickly erases it, then write it again and erases it again) So you can see that using the Triangle of the Scene and the idea of Show Me the players have a lot tools to use in their scene – and what do they use those tools for? As always, all the tools we have and everything in the scene is there to help the players show their games and build/explore their relationship. You are a...
CHAPTER 5
Solo Practice Game Woking on what we’ve learned even without a partner SOLO PRACTICE GAME Although players understand the idea of getting gifts and playing gifts, it is still a new habit that takes practice, so I have come up with a little exercise that players can do by themselves to practice both giving gifts and playing the gifts that they're given. 1. Give yourself a gift – For example: You're so greedy. 2. Think of three ways you could play that gift. A good tool to keep in mind here is HAVE/SAY/DO - what could I say, have or do to show my Greed. For example it might go like this: I give myself the gift, “You're so greedy.” I could HAVE a bag that I put all my stuff in. I could SAY "How dare you say that? The only way I can forgive you is if you give me five bucks...no, TEN bucks". I could DO the action of grabbing stuff and putting it in my bag. 3. If you can play the gift in these three ways then it's probably a good gift - if you can't, then it probably doesn't have that playability that we need in a gift and we should rethink it and see if we can come up with a better gift or at least a better version of that gift. For example: Maybe the first gift you give yourself is “You've got a lot of money” and then when I try to play it using HAVE/SAY/DO I come up short so I revise my gift to “You're so greedy.”
CHAPTER 6
Assigning Meaning Nothing is random or innocent ASSIGNING MEANING TO DEEPEN THE SCENE Nothing in the improv universe is random or innocent. Everything happens for a reason and has some meaning in the relationship between the two characters on stage. We, as improvisors, just need to decide on what that meaning is and play it.
There are several ways that players can assign meaning to what their partner is saying. One very simple way is the Four Step Process.
THE FOUR STEP PROCESS In general, we are going to be giving out information about the three parts of the triangle of the scene; my game, my partner's game and the situation or activity as it relates to our relationship. At the same time we are going to be reacting to the information that our partner is giving out about those same three things – not just reacting, but actively reacting. What do I mean by 'actively reacting'? When my partner says a line I go though a four step process: 1. What did they say? - I'm going to make sure I got what they literally said. 2. What does it mean? - Now, that I've got what they've literally said, I'm going to ask myself what it means – about them, about me, or about us. Most of the time people don't say exactly what they mean so getting in the habit of squeezing the meaning out of what my partner is literally saying will energize your work and the scene. I'm not passively letting their lines just wash over me. I'm participating in that line as much as I'm participating in the lines that I'm saying. 3. What do I (my character) think or feel about that? - I've heard their line. I've figured out what it means to me and now I decide what my character's reaction is to that. 4. What am I going to say or do about that? - Now I start to think of how I'm going to respond. You can see that by keeping the chastity of this little practice you are really forcing yourself to engage with your partner. Often times we get off track in a scene because rather than really listening to our partners, we're just waiting for them to stop talking so we can say this funny thing we came up with. Not our best choice. By using the four step process I am assigning meaning to what my partner is saying and thus strengthening its impact on our relationship and the scene. The four step process is very useful when the scene is on track and I’m looking to assign meaning to what my partner is saying and get the most out of it, but we can also use the idea of assigning meaning to help a scene that is off track get back on track.
ASSIGNING MEANING TO GET THE SCENE ON TRACK Players giving each other big, playable gifts at the beginning of the scene is, obviously, the ideal situation, but, as anyone who has done even a few scenes knows, we don't always hit that target. One thing that happens a lot is that one of the players will start the scene talking about something outside the relationship of the two people on stage. For example: Player 1 and Player 2 are given the suggestion of a life guard tower. They become life guards. Player 1 starts putting on sun screen and Player 2 picks up his binoculars and starts scanning the beach. Player 2: There sure are a lot of hot chicks out today. Even from this very first line the scene could go off track because, as I mentioned earlier – what you start talking about is often what you keep talking about. So, when Player 2 starts the scene by talking about the hot chicks at the beach, it is very easy for the scene to fall into several different traps: 1. Focusing the energy into the past - the two life guards might start talking about the hottest chick they've ever seen or dated. 2. Focusing the energy into the future - the life guards might starts talking about a hot chick that one of them is going on a date with tonight. 3. Focusing the energy off stage - the life guards might start talking about this or that hot chick they’re looking at. As I said earlier we want the scene to be a relationship based scene - that is a scene that is happening between the two characters on stage in this moment. In all the above traps, the players are focusing energy into things that are not happening between them on stage in this moment - things that are outside of the relationship. There is, however, a simple way to take an offer that is outside of the relationship and turn it into something about the relationship.
ASKING “WHAT DOES IT MEAN?” When Player 2 says “Man, there sure are a lot of hot chicks out today.” Player 1 can ask himself “What does that line mean about me or my partner or our relationship?” Player 1 decides that it means that Player 2 thinks this job is more about hooking up than saving lives and so he says that. Player 1: You think this job is more about hooking up than saving lives. Player 2: You’re damn right I do, Mr. By-The-Book. Now both players have something to do. Player 2 has the gift of “You think this job is more about hooking up than saving lives” - pretty playable. Player 1 has the gift of “Mr. By-The-Book” - also pretty playable. In this example we also see a pretty common phenomenon – when I do something to my partner, they do it back to me. Player 1 says something about Player 2 so player 2 instinctively says something back about Player 1. Now we both have our gifts and the scene is back on track. From here we are going to do what we've been talking about all along – show our gifts and play the relationship. OKAY, GREAT / SOUNDS GOOD TO ME / I'LL GO ALONG WITH THAT I first came across this game as a short-form game, but I have since adapted it to help players practice a variety of long-form skills. First and foremost, the exercise helps players work on assigning meaning to the things that their partner is saying. The exercise also works on players’ ability to give out information about their partners and themselves. I also encourage players to notice how much energy and concentration they are putting into the exercise and bring that amount of energy and concentration into all of their scene work. Finally, the exercise also gives the players a really clear sense of how the information they put into the scene really affects the scene. Number of Players: 2 Suggestion: Location Instructions: One player will be the “Okay, great person” and one player will be the “Regular Person”.
Here are the responsibilities for the “Okay, Great Person”: 1. This person can only say these three things “Okay, Great, Sounds Good To Me, and I'll Go Along With That” 2. This person should say his line sincerely but as neutral as possible. If my partner says “Let's go to the store” then I should say “Okay, great” as if I really think that's a great idea. If we start coloring the line with sarcasm or flirting or whatever we are making the exercise easier for the “Regular Person”. We want the regular person to be responsible for all the meaning in the scene so that means that the “Okay, great person” needs to be neutral. The “Okay, great Person” is really just “yessing” in the scene without “anding”. 3. The “Okay, great person” should also say whatever line seems appropriate at the time – each has a slightly different use – and don't worry if you say the same one ten times in a row. 4. Finally, since the 'Okay, great person” doesn't have much heavy lift dialogue-wise, this is a great time for them to work on their space work. The other person in the exercise is the “Regular Person” - they can say or do whatever they want to/need to in order to make the scene work. This is the person who is really working in the exercise. Here's a few guidelines for them: 1. Let the “Okay, great person” say their three lines. It will help the “Regular Person” because he will have something to react to. One of the traps of this game is to try to just talk a blue streak and not let the “Okay, great person” say anything. Remember that a big part of the exercise is to assign meaning and value to what your partner says so, we want them to say something. 2. Related to number 1, let what the “Okay, Great Person” says really mean something and let it really affect you. 3. Don't call out the “Okay, Great Person” on only saying these three lines. For example:
Regular Person: I suppose you want my job. Okay, Great Person: Sounds good to me. Regular Person: Sounds good to you? It's always 'sounds good to me' with you. This kind of thing gets us off track from the work we should be doing. One of the major focuses of the scene for the “Regular Person” is giving out information, and the most important kind of information we give out is about the relationship – in fact, there are really four kinds of information that mean the most to the relationship and they are: 1. What I think about you. 2. What you think about me. 3. What I think about myself.. 4. What you think about yourself. Everyone has kinds of information that they are most comfortable giving out but as a teacher or coach I'm going to challenge the “Regular Person” to try out all of them. I will do that by using the following method of side coaching – while the scene is going on, if I see something I want the “Regular Person” to try out I'll yell out one of the following sentence fragments, then the “Regular Person” in the scene should repeat the sentence fragment and then finish the sentence. The “Regular Person” shouldn't be waiting for these prompts. They should just play the scene and if I see a place to challenge the “Regular Person” then I will use one of these prompts. The basic four sentence fragments I use correspond to the four kinds of information that we give out about the relationship:
The “Regular Person” should repeat the sentence fragment and then complete the sentence. For example: The scene is going along and maybe I see that Player 1 is really focused on her partner but she really isn't saying enough about herself then the following might happen. Regular Person: So, let's just finish up these cupcakes and we can be done for the day. Okay, Great Person: Sounds good to me. Regular Person: You probably have big plans for tonight. Okay, Great Person: I'll go along with that. Regular Person: You're such a party animal. Always going out with your friends all the time. Me: I'm the kind of person who... Regular Person: I'm the kind of person who...has a hard time making friends. Okay, Great Person: I'll go along with that.
The scene can go on from here but now, circling back to where we started, both players have a big playable gift to play. The “Okay, Great Person” is a party animal and the “Regular Person” is someone who has a hard time making friends and is probably lonely because of it.

In addition to the four sentence fragments that are about the relationship I also use the following to help goose the scene along when necessary: Okay, Great/Sounds Good To Me/ I'll Go Along With That
I said earlier, long form improv requires a certain kind of scene – the relationship based, game driven two person scene – a scene that can stand alone but that can also set the stage for future scenes - and that's what we've been working on. So, now that we've got a handle on this kind of scene let's start putting them together. When we start putting scenes together players will see another whole level of pay off for the work they've done on the Triangle of the Scene.
CHAPTER 7
1st Beat, 2nd Beats Starting to put scenes together 1ST BEAT, 2ND BEATS When we think about long-form improv we probably think about the Harold. So, we will start with that as our reference point. The classic or training wheels Harold looks like this:

For most players the first third of the Harold is not the hardest but it is, in many ways, the most important. What is established in that first round of scenes really sets the stage for what is to follow, so it is extremely important that the scenes in that first round be those relationship based, game driven two person scenes that we've been talking about. If the scenes in the first round are NOT that kind of scene then we are really marrying ourselves to story – that is when we go to the second round of scenes we will just be continuing the stories from the first round. Now, while story is a completely fine thing to follow, we don't want to be following story simply because it is our only option. If we choose to follow story, fine, but there are other, more interesting things that we can follow too and we open up those options if the scenes in the first round are the relationship based, game driven scenes we've been working on. In the exercise “First beat, Second Beats” we will show one first round scene and then explore four possible second round scenes. Number of players: 6 Suggestion: A location Instructions: Two people (lets call them A and B) do a good relationship based, game driven scene. Two people (let's call them C and D) sweep edit that scene and do a new scene in that same world. A new person (let's call them E) sweep edits that scene and one of the people from the first scene (lets say A) joins them and they do a new scene following A's character from the first scene (but not the story). Then a new person (let's call them F) sweep edits that scene and the other person from the first scene (B) joins them and they do a new scene following B's character from the first scene (but not the story). Then A edits by taking F's place and A and B do a scene following both of their characters from the first scene (but, again, not the story).
That's a lot of choreography so let's review. FIRST ROUND SCENE A and B – do a scene inspired by the suggestion. Maybe the audience suggestion is “7-11” so A and B end up being employees working in a 7-11. A is a control freak and B is a dreamer. SECOND ROUND SCENES C and D – do a new scene in the same world as the first round scene. What do I mean when I say “in the same world as the first scene”? If the first scene is between two 7-11 employees at the front counter. Scenes in that same world might be – two cops in the back of the store getting coffee, two employees at another convenience store down the road, two workers at 7-11 corporate, or two thieves out back getting ready to rob the place. All of these are in the same world as the first round scene, but they exist separately from the first scene. E and A – do a new scene following A's character from the first scene. In this scene we want to explore A's world. It is a great chance to use a tool called WORK/HOME/PLAY – that is we have already seen character A at
WORK playing his game – he's a control freak – then in this second round scene maybe we see him at HOME being a control freak to his wife while she's trying to make dinner – he keeps making 'suggestions' every time she does something or maybe we see A at PLAY being a control freak to the other guys on his softball team. The manager has made up the batting order but player A brought his own batting order that he wants the team to use. In either scene, A is now just playing his game in a new, non-story situation. Think all the way back to our Friends example – Ross is the nerdy one. He is nerdy at WORK with the other scientists or teaching at the college. He is nerdy at HOME interacting with the rest of the gang. He is nerdy at PLAY out on a date. He's always playing his game and your characters should too. F and B – do a new scene following B's character from the first scene. We've seen B as the dreamer at work, so maybe we see him at HOME being a dreamer with his kids or at PLAY being a dreamer in his cooking class. A and B – do a new scene following both of their characters from the first scene. They might still be at WORK at the 7-11, but maybe they’re at PLAY going to the movies or B has invited A over to his HOME to watch a fight on TV. 1st Beat, 2nd Beats Whatever they end up doing, they'll keep playing their games (A is the control freak and B is the dreamer). In this exercise, although we are using the Harold as a reference point, we are really working on different ways of calling back scenes and that skill is important no matter what kind of long-form we're doing. When doing this exercise you will quickly see that if players A and B in the first scene don't do that relationship based, game driven scene the other players are going to have a hard time coming up with ideas for the second round scene that don't follow story, because all we know about the characters are the events of the first scene. So, the second round scene is either following story or starting from scratch. If players A and B do accomplish that relationship based, game driven scene, however, the other players will probably have an easy
time coming up with second round scenes – all they have to do is think of the worst situation - the one that puts pressure on their game – for player A or player B to be in. One more thing about the exercise. Generally in improv we want to be making the most expansive choices we can – that is, the choices that open up the piece the most or give us the most options of things that can happen and places we can go. In this exercise it is very easy to fall into the trap of letting players E and F (the ones working with A and B in second round scenes) simply be straight men just feeding A and B's games but without having games themselves. The characters’ games are like the motors that power the scene. The scene can run with just one motor (player A playing his game and player E just being a straight man feeding that game) but it is more powerful if it has two motors (player A playing his game and player E playing his game too). When both players have a game we can follow either one of them into future scenes doubling our options and opening up the piece. If only one character has a game and the other one is neutral, we have a much harder time following that neutral person – we're limiting our options from that scene and as I said earlier we want to be making choices that open up options not close down options. Players A and B are all set, they are bringing their games with them from the first scene so the responsibility is really on them to, like we talked about earlier, take care of their partners and give them big playable gifts.

Another advantage of using this exercise and the Triangle of the Scene is that it allows you to start exploring the world of the characters because we are seeing the characters’ games play in different parts of their worlds, those worlds are expanding and if we keep expanding the worlds of those
characters we get a Harold that can look a little different as we can see in the picture of the “New Version Harold”:

You can see that the first round of scenes still sets up the games and starts the different worlds in motion. Then in the second round of scenes we are expanding those worlds by playing the characters games or doing a new scene in a different part of the world. Then, by the third round of scenes, we can see that the worlds of the scenes AND the worlds of the group games are expanding so much that they can begin to cross over and connect to each other in an organic way and that’s really a great thing to see.

CHAPTER 8
Tag Outs More ways of putting scenes together TAG OUTS In addition to the sweep edit mentioned above, we also have another edit called a Tag Out. The tag out goes like this – two players, let's call them A and B, are doing a scene. Player C on the side sees a way that he can add to the scene either by furthering the story or exploring one of the character's game – more about this in a moment - and so he jumps on stage and taps Player B on the shoulder and Player B exits the stage and Player C starts a new scene with Player A where Player A stays his same character, playing his same game, but in a new situation that it's up to Player C to lay out. Thinking back to the Triangle of the Scene – when a player tags in, one part of the triangle is already set up - the player not tagged out already knows what she is doing because she is staying the same character playing the same game. The player tagging in is bringing at least one if not both of the other two parts of the scene - what their game is and what the new situation or activity is. If the player tagging in only brings in a new situation or activity it behooves the player who stays in the scene to give her new partner a big, playable gift as soon as possible. Then both players have something to play. We can see then that Triangle of the Scene not only helps us set up the first scene, it also helps us keep focused on what we need to do or bring when we're tagging into a scene.
TAG OUTS THAT SHOW STORY One of the main ways we use tag outs is to keep the action on stage. In chapter 6 we saw how when a player makes an offer about something outside of the relationship the scene can get off track in three ways: 1. Focusing the energy into the past. 2. Focusing the energy into the future. 3. Focusing the energy off stage. We also saw that the players could get the scene back on track, and bring the energy back into the scene, by assigning meaning to the offer to make it about the relationship. We can solve this problem another way by using tag outs:
A flash back - if the players are talking about something that happened in the past, someone can tag in and take one of the players to that past event, thus keeping the energy on stage where it belongs. A flash forward - if the players are talking about something that is going to happen in the future, again, someone can tag in and take one of the players to that future event, again keeping the energy on stage. A flash sideways - if the players are talking about something or someone off stage, someone can tag in and take us to that person or thing. We are using tag outs to “cut to” where the energy is being focused bring that energy and that action back on stage. This is a form of “show don't tell” - the players on stage are talking about something – telling us about it – and a player on the side decides to use a tag out to bring us to that event or person – showing us what happened instead. In all of these situations the tag outs are showing us some other part of the story of these characters. For example: Player A and Player B are doing a scene where they are a young couple parking at inspiration point. They are making out and then Player B pulls away. Player B: Jenny, I really like you but I think your dad hates me. (Player B is talking about a character outside of the scene.) Player A: What? No, he loves you. (Player A is also talking about a character outside of the scene. She says her dad doesn't hate him, but the way she says it makes us think maybe he does. Player C picks up on this and tags out Player B.) Player C: Jenny, I hate that new boyfriend of yours. He's a loser. (Player C following up on the game move that Player B made) Player A: He's a good guy. You two should just spend some time together. (Player B dealing with her father kind of letting us know why she lied) Player C: Not in a million years. (Player C still playing the idea that he hates the new boyfriend)
Player A: Not even for your little girl. (Player C has made his big statement that he wouldn't spend time with the new boyfriend in a million years so Player A challenges that idea, pushing her dad out of his comfort zone) Player B sees the opportunity to put himself and Player C both out of their comfort zones so he tags out Player A and starts a new, awkward scene with Player C where they are fishing together but have nothing to say to each other. Player B: So... Player C: So... (Player C keeping the hatred and awkwardness going) In this example the players are tagging in to further the story of what's happening. When the players see people on stage talking about someone off stage, they take the opportunity to jump in and bring that person to the stage, thus keeping the action and the energy on stage where we want it. This also moves the story forward. Using tag outs to show the story isn't the only way we use tag outs. We can also tag outs to explore/show characters' games. TAG OUTS THAT SHOW THE GAME Above we saw an example of tag outs that show or further the story of the scene, but we can also use tag outs in another, more powerful, way showing/ exploring a character's game. This is how it works. Player A and Player B are doing a scene and Player C thinks he can add to the scene by showing/exploring Player A's game by adding stakes or amplifying the game in some way so he jumps on stage and tags B on the shoulder. B leaves the stage and C starts a new scene with A. A stays the same character with the same game and it's up to C to get out where they are and what they're doing. In many ways this is similar to what we saw earlier except that the thing we are following or showing is the game and not the story. For example: A and B are high school students at their lockers.
Player A: Hey Donna, looking good. (Opening line. Not great but it gets us going.) Player B: Thanks Chuck, you always know what to say to make someone feel good. (Player B makes good on the first line by saying what it means about Player A) Player A: Thanks, it's easy when a woman is as strong as you. (Player A plays the gift that he's given and give B a big playable gift as well.) Player C thinks that he can get in there and show A's game (always knowing what to say to make someone feel good) in a new situation so he tags out Player B. Player C: Gosh darn it Chuck. This is the third time this week you've been sent to my office. (Player C is setting the new situation. He is the principal and Chuck's been sent to his office again.) Player A: I'm sorry. Were you saying something, Principal Harris? I was distracted by how great your hair looks today. (Player A is playing his same game in the new situation) Player C: (softening) Thanks Chuck. I'm trying a new style. (Player C is helping Player A play his game by allowing himself to be affected by Player A's compliment) Player A: I know you want to look young so you can relate to the students and that hair style really does it. (Player A giving Player C a big, playable gift.) From here we could follow Player A and see him playing his game in more new situations or, since he has a good game of his own, we could follow Player C – the principal who wants to look young so he can relate to the students. You see how following Player C really isn't an option if Player A doesn't give him a big, playable gift in their scene. This is what we always want to be doing – making those expansive choices that keep opening up the possibilities of the piece more and more. Another example using our scene from earlier but following one of the characters’ game instead of the story:
Player A and Player B are doing a scene where they are a young couple parking at inspiration point. They are making out and then Player A pulls away. Player A: How many girls have you taken up here? (Player A giving a little bit of gift to Player B – he gets the gist of what she's saying and starts playing that general arena.) Player B: None baby, just you. (Player B, says he's only been up here with her but the way he says it lets us know that's not really the case. Player C picks up on this idea, jumps on stage and tags out Player A.) Player C pulls Player B in like they're making out and then pushes Player B away – mimicking the previous scene. Player C: How many girls have you taken up here? (Playing off the idea that Player B has done this many times, but lies about it. Player B picks up on this idea and plays that game.) Player B: None baby, only you. (Player D picks up on the game and tags out Player C) Player D pulls Player B in like they're making out, then pushes Player B away – mimicking the previous scene. Player D: How many girls have you taken up here? Player B: None baby, only you. Then this tag out run could end with Player A coming back in and continuing the original scene, but now with the knowledge that Player B really is a ladies man. TAGGING BACK INTO A SCENE Often times when people are tagging in they are bringing just a little bit of information or a comment on the previous scene (a little bit of a dangerous bet because you’re counting on someone tagging you out right away). So, when a player gets tagged out she needs to remember that she is not ‘out of play’. Rather, she is out of the scene for the moment but she may need to tag back in at any second and bring things back to the original scene.
TAG OUTS ARE TIME SENSITIVE Tag outs are “time sensitive” in the sense that if Player C sees something to add to or heighten in the scene between Player A and Player B, he needs to tag in right away, as soon as he sees that opportunity, otherwise the scene between Player A and Player B is going to move on to some other topic and then Player C is going to tag in and try to get Player A to go back to something she was talking about earlier and it is going to confuse the scene and possibly the audience as well. Let's take a scene from above as an example: Player A and Player B are doing a scene where they are a young couple parking at inspiration point. They are making out and then Player B pulls away. Player B: Jenny, I really like you but I think your dad hates me. (Player B is talking about a character outside of the scene.) Player A: What? No, he loves you. (Player A is also talking about a character outside of the scene. She says her dad doesn't hate him, but the way she says it makes us think maybe he does. But, in this case, rather than jumping on this idea, Player C decides to wait so the scene goes on.) Player B: Good, because I want to ask you to the prom and I want his blessing. (Player B continuing the scene) Player A: I'm sure he'd be cool with that. (Player A yes and-ing Player B's offer) Player B: But what about Tawny and the other girls I feel like they don't like me and they're your friends and it'd mean a lot to me to get their blessing too. (Player B making another move, heightening what we know about his character – he wants the father's blessing, maybe he wants the friends blessing too.) (Now Player C decides he wants to jump in and be Player A's father, so he tags out Player B.) Player C: Jenny, I really hate that boyfriend of yours.
You can see how Player C’s offer worked so much better before, but now it seems out of place and a little confusing. The scene has moved past the idea of the father hating the boyfriend and is now on to the idea of Jenny’s friend not liking the boyfriend. Also, we know the boyfriend, Player B, is concerned about the father AND the friends liking him so when Player C jumps in as someone who doesn't like the boyfriend he could be trying to be Jenny's father or one of her friends and, since Player C’s tag out comes on the heels of Player B talking about Tawny and the other girls, most people would assume that Players C is tagging in to be Tawny or one of the other girls. The tag out really needs to come right on the heels of the thing that it is responding to or else we get this blurriness in the scene.
TAG OUT RUNS When we start putting several tag outs together we call this a tag out run. One, thing to keep in mind in a tag out run is restraint. Sometimes players get carried away and end up doing way too many tag outs off of a scene – a good rule of thumb is three tag outs away from the initial scene that inspired the first tag out. That’s not a hard and fast rule by any means but a good guideline to keep in mind for several reasons: The more tag outs we do, the better each subsequent one needs to be to bear its weight. We want to leave the audience wanting more – we hope that when they see one of these characters again they're thinking “Oh great. I was hoping to see these guys again” not “Oh no, not more of these guys.” We want to leave ourselves, as improvisors, something to come back to. When we call back one or more of these characters it is because there is some territory that hasn’t been covered yet – if we do a million tag outs and run through everything about those characters, there's nothing left to come back to and coming back to (or calling back) things is a major tool we use in long-form improv.

Now let's explore the use of tag outs using the exercise called La Ronde. LA RONDE Number of players: 6 (but it can be more) Suggestion: A location Instructions: The first two players step out and do a scene inspired by the suggestion. When the scene is over, one of the remaining players will tag out one of the players from the first scene and start a new scene with the remaining player who, of course, remains their same character playing their same game. The tag outs continue until the last player left in does a scene with the first player tagged out. It looks like this: A and B B and C C and D D and E E and F F and A A few things to keep in mind while doing the exercise: Throughout the exercise the players can (and should) explore a combination of story and game tag outs. The players who remain in the scene should keep in mind that it behooves them to help establish the game of the player tagging in. The player tagging in should come in with a clear idea that they then clearly articulate to their partner giving them the information they need to play the scene. La Ronde
CHAPTER 9
Wrapping Up What now? In conclusion, I hope that you have enjoyed the book and the ideas that I shared with you. I also hope that you can see a tangible change for the better in your work. The Triangle of the Scene, as I've said, helps us get down to the essential elements that make a scene run. The tools in this book are not difficult to grasp or learn but, like any tools, they need practice so that they may be used to their greatest effect – and while you're practicing, keep coming back to the idea of the Triangle of the Scene. It really is the core idea around which all the other ideas orbit. As you move forward from here you may start to learn different “forms” like the Harold or the Deconstruction or the Armando, just remember that a form is just a specific way of putting scenes together and we have already started working on that. Also, remember that even if you put scenes together in the most clever ways, its not going to matter if those scenes aren’t any good. The Relationship Based, Game Driven two person scene is the atomic building block of all other improv and the Triangle of the Scene helps you create strong building blocks that you can then use to build anything you want. Good luck and most of all have fun. Wrapping Up
CHAPTER 10
Thanks I would like to thank all the people who helped to make this book happen. First, I’d like to thank my wife Lindsey and my kids Isabelle and Paul for giving me the time and understanding necessary to undertake such an ambitious endeavor. Second, I’d like to thank my great friends Brice Williams and Mandy Levin Williams for all their help behind the camera. I always dreamed about having videos in this book and they were instrumental in making that happen. Third, I’d like to thank Jeris Donovan Livengood a great teacher, writer and, in this case, editor who went over the early version of the book and made a lot of great suggestions that made this version of the book measurably better. Fourth, I’d like to thank Patricia Foreman my legal counsel and encouraging voice. Fifth, I’d like to thank all the teachers and students I’ve had over the years. This book is a direct result of what I’ve learned from all of you. And finally, I’d like to thank the players who took the time to be a part of the this book. You guys did great.
Morgan Calloway started improvising during her undergrad at Southern Utah University and she recently graduated from iO West's Improv Program. When not improvising she is in school studying computer science and working towards her masters in programming. She’d like to give a shout out to Lisa, her wonderful wife!
Xchel Hernandez is a recent transplant to the great state of California. He is an improvisor and stand up comedian. Xchel has been selected to perform in several festivals including Out of Bounds, The World Series of Comedy, and The Ventura Comedy Festival. Currently, he is performing regularly around the country.
Ryan Alexander Herrera has been doing improvisational comedy for nearly five years, and is also an avid photographer and filmmaker. He spends most of his time on stage at iO West and is an original founder of the Orange County short form team The FlySpace. His ideal goal is to simply entertain through whatever means possible, through whatever media possible.
Jay Hoskins has been improvising since 2008 and has studied and performed at The People's Improv Theater (NYC), the Magnet Theater (NYC) and iO West (LA). In NYC Jay co-founded the improvised Hip Hop Debate, played with the sketch group American Candy and was on an episode of AMC's Comic Book Men. Jay can currently be seen performing with 808: Hip Hop Improv, Kids In A Van Van and Holy Knievel, and will be seen in an upcoming episode of the web series Wanted: Best Friend.
Zach Huddleston is a sagittarius originally from Florida where he started doing improv in college with Theater Strike Force at the University of Florida. He's been performing, coaching, teaching, learning, and loving improv in Los Angeles at the iO West and other theaters for the last eight years.
Grace Presse took her first improv class in 2012 in Melbourne, Australia with a group called The Improv Conspiracy. She had never laughed so much in a class and immediately feel in love with improvisation. She moved to LA in 2013 where she now surrounds herself with comedy. She writes for the iO West Marketing team where she’s interviewed some amazing performers from the iO West community including Kate Flannery (The Office) and Kevin McDonald (Kids In The Hall). She's also trying her hand at sketch and sit-com writing. Improv has changed her life and she's never been happier.
Courtney Rosemont grew up dancing and has performed all over the world in multiple stage shows. When she moved to Hollywood she dove into Voice Over and found a new outlet of performing and currently voices several different characters and commercials. Courtney is a graduate of the iO West in Hollywood. Now she is part of two different teams and performs weekly at iO West with her team called “Water.” “It is the best feeling to be an adult and still play pretend and know that anything is possible in the world of improv.”
Jill Tsai began performing improv in college with Magnum Opus, a team comprised of people without an improv background who wanted to play the games they had seen on television. After graduating, she joined The FlySpace, a house team based out of Orange County. Since joining this team, she has been dedicated to learning as much as she can about improv and has supplemented her education at Spectacles Improv Engine and iO West.
CHAPTER 11
About the Author Paul Vaillancourt is a writer, actor, director, producer but most of all an improvisor who has been teaching and performing improv across the country for more than 30 years. He is a graduate of the Comedy Sportz Training Program in Virginia, the Second City Training Center in Chicago as well as the legendary Improv Olympic in Chicago where he had the rare opportunity to study under the legendary Del Close. After his group, Bitter Noah, was selected to perform their signature piece, the Improvised Movie, at the US Comedy Arts festival in Aspen, Paul moved to Los Angeles and co-founded the iO West where he has been teaching, directing and performing (both written and improvised shows) ever since. During his time in Hollywood, Paul has become a sought after improv coach, producer and consultant working with many TV networks including CMT, Fox, MTV, VH1, Oxygen and Bravo to name a few. He now lives in Los Angeles with his wife Lindsey and their two children Isabelle and Paul junior (or Bro as his friends call him). If you have questions about the book or would like to set up a workshop please contact Paul at: email: triangle.of.the.scene@gmail.com
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