Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

02 December 2011

Submission: The Indoor Kids

Found on Gearspedia.
Update, 12/12/11: Great googily-moogily, I was awarded something for my efforts. The Indoor Kids just emailed me to let me know they'd selected me for one of their prizes - The Art and Design of Gears of War. It's a book, which is probably better for my brain than an Xbox.


To find out how I acquired this prize, read on...


Recently, one of my favorite podcasts - The Indoor Kids - announced a contest, the prizes for which include an Xbox 360. The theme of this contest is Gears of War, a third-person shooter game with which I have limited experience at best. Still, since I had played the game a bit and I'm on something of a gaming kick again (see 3/23/09 & 1/31/07) I thought I'd give it a go with that most powerful and not-at-all-cliché medium: The Personal Narrative. Enjoy.


Dry Spell

I don't own a console system, for a few different reasons. I haven't had one since I was about eight or so, when our dad brought home a knock-off Colecovision bought from some shop on one of our trips to one of the many membership campsites we attended along the East Coast. The thing had an integrated keyboard - though for what exactly I never discovered - the kind that had the keys just printed on overlaid, pebbled plastic so you had to jam your knuckles again and again to even get it to acknowledge a keystroke or two.

I remember the display was various shades of orange, and that we had to change the dial on our old TV with a clenched fist to access its feed. We played a knock-off Pole Position (my personal favorite, though I kept wishing the cars could shoot, like a knock-off Spy Hunter), a knock-off Pac-Man, a knock-off Asteroids, and the television barked those electronic grinding noises that passed for sound simulation at the time. It was magic, even if I knew it wasn't the genuine article. That machine cast a spell that kept me coming back to it and trying again, in spite of whatever serial programming or Technicolor cartoon might be on.

The main reason that I don't own a console system is a similar one to why I don't buy Chewy Chips Ahoy! at the grocery store (unless I'm drunk). If it's in the apartment, I will wring it dry, 'til I'm dehydrated and there are rings around my eyes. My awareness of my own lack of self-control saves me from many things (unless I'm drunk). Video games are among these, kept company by puppets and baked goods.

A few years ago, however, I rediscovered an antidote to this approach. When the Knock-Off Console kicked it, which couldn't have been too long after we first exposed it to actual electricity, my dad resolved never to buy another. He'd seen the mountaintop, and was satisfied there'd be no greater heights; particularly if it was going to continue plumbing the depths of his wallet. In desperation, I left the house, and found my friends. Here an actual Colecovision, there a Nintendo. This guy had a VGA monitor, that girl could afford Super Mario 3. But piecemeal gaming was bound to make me fall behind, and by the time I went away to school the trickle had dribbled out completely.

Still found money for Chewy Chips Ahoy! somehow, though.

Anyway, a few years ago my sister moved in with her boyfriend, a nascent stand-up with a love for comicbooks and video games. Once I got over the idea of him being some kind of stealthy, geek Lothario, I started hanging out. I fell into that familiar pattern, but with a new twist: co-op play. The game of choice for this was, of course, Gears of War.

I'd never played anything like it, even when sampling the latest fare at one of those kiosks at Virgin stores, edging my way around familiarly eager eight-year-olds. In terms of co-op, GoW has a dynamic that's particularly rewarding, and Dom is a great character to play when you're kind of fresh to the whole thing. I still think sometimes of that duck-and-cover motion out of nowhere, like I used to see Tetris shapes in every building and street sign. We would play with those tremendous senses of frustration and accomplishment that let you know when you're really in a game. I hadn't felt that compelled to "try again" when we bombed on a mission since Commander Keen; and that, my friends, is saying something.

All good things end, and eventually my sister and her boyfriend broke up. I'd be lying if I said I considered any part of that break-up more tragic than the sudden clamping off of my GoW supply. I can't complain - I got a good year of GoW and the first few scenes of GoW2 out of it. That probably seems like scraps to live on, but they were some tasty scraps. It's probably for the best, but I can't help wondering if I'll get to experience how GoW2 ends someday. If I'll get to try again.

20 December 2009

Nyuck Nyuck OOF! Bleaah...



One of the things I find interesting about the silly season is how miraculously it makes me multi-task to the point of forgetting really basic priorities. It's a little bit like how I remember skiing to be, back in my gilded youth when I skied somewhat regularly. I would get going on the up-and-down of it all, five o'clock would roll around and I'd begin to wonder why I felt dizzy and my eyes had dried up in my head. I don't forget to eat and drink around Christmas, but it's close. I was fortunate enough last week, however, to have a nice, centering ACTion Collective event to anchor me in spot for a bit. Just long enough to plant a cream pie in my merry face.

This, our third event -- ACT III: Nyuck Nyuck Nyuck -- was an intimate and rather relaxed affair. The "cocktail hour" period was spent with all in a single, spontaneous circle of chairs, which was a first. We had a total of about nine there, including Andrew and myself, partly a result of three last-minute cancellations due to holiday complications. None of this was surprising, of course. We wondered in planning ACT III whether it made sense to adhere to our not-yet-a-schedule in the face of everyone's holiday, and decided we should, for a variety of reasons. Several of the people who did attend last Thursday's event specifically scheduled their holiday plans to make time for it, and we learned a lot as a result of the smaller group.

The goal of the evening was to play comic two-hander scenes as well as possible when they are selected at random. We emailed the scenes in advance, save a couple that Friend Nat brought in that evening, and asked everyone to have a passing familiarity with them so they wouldn't be handed a scene with absolutely no context. Of course, how much of those attachments people chose to read was out of our control, and it seemed that some were more familiar than others. Nevertheless, no one was quite out to sea, and some people really brought on some interesting work . . . both intentionally, and accidentally. Nat himself chose a scene from Moliere's Tartuffe that, for reasons of an error in transcription, switched the roles midway. He and his scene partner rolled with it, though, and it was a very nearly seamless transition -- it became practically a deconstruction of the scene. Moreover, with the smaller group everyone had a moment or more to really shine and create something memorable.

Our game mechanics did not function quite as well as I had hoped they might, and it's difficult to identify exactly why that might be. Certainly part of it was that very few people were willing to repeat a scene that had gone before, which led to a deflation of a big part of our idea: that actors would build on one another's work. I had every title in the hat twice, to safeguard against this possibility, but it quickly became evident to me that there was in our group no enthusiasm for repetition. I think we'll return to this idea with a different (and stronger) structure, because I'm excited by the possibilities in collaborative character-building and scene-work. When it is the focus of an event, I think we'll have some very interesting results.

The exercises were bookended by a set-up and a payoff (though I muffed the timing of the set-up a bit by brazenly forgetting to mention it until we had already started). We started (almost) out by mentioning that, by the end of the evening, someone would be hit in the face with a pie. This was Andrew's idea at some stage of brainstorming, but I was 100% behind it. Zuppa del Giorno has been trying to incorporate pie fights into our shows for years, and I was eager to see it in action. Fortunately for me, I was eager to see it from any perspective. What we did not reveal until later in the evening was that it was a choice between myself and Andrew as victim of the pie toss, and that everyone was going to vote. It would seem I was a little too expressive of my enthusiasm for this idea, however, because the decision to have me picking shaving cream out of my nostrils 60 seconds later was in fact unanimous. Pow. Right in the kisser.

18 November 2009

The ACTion COLLECTIVE: ACT II - A Tale of Two Screens


On Monday Andrew Elliott and I hosted the second ACTion Collective event and, despite some initial concerns about the responses we received to the invitations, it turned out to be even more rewarding and fun than the first event. It looks like we can learn after all!

We had about a dozen in attendance, which means we would have had more than for our first, had not a few unfortunate last-minute cancellations come our way (wash your hands and sneeze into your elbows, kids). Of that group, nearly half were new attendees, either folks we'd invited before who couldn't make ACT I, or "second generation" ACTors, who were invited by folks who were in attendance for ACT I. (We like the word "ACT.") This time around, the scenes were much shorter, and pulled from draft film and television scripts. We changed the names and such to help camouflage the sources somewhat, gave everyone about twenty minutes to rehearse, then presented them. We also had a gimmick for deciding who went next, granting whomever could guess a given movie quote the power to choose the next group to perform. This worked remarkably well in a number of ways, but perhaps the best result was that we had time to do two rounds' worth -- and fortunately, Andrew and I had prepared enough scripts for this.

ACT II really acquired the feeling of a party as the evening progressed; the good kind, the kind where you not only know almost everyone, but you're also really glad to have a chance to reconnect with them. We served drinks and small food again, and there were groups of two or three who knew one another to begin with, but the atmosphere didn't really develop until everyone had watched and done a little work. Then there developed a sense of gamesmanship, and play, and the simple enthusiasm for exploration that comes of exploring together. It was great. By the end we were gently ribbing one another over our respective abilities (or lack thereof) for celebrity imitation, and laughing aloud at impromptu pratfalls. Oh yeah: And I got to see some seriously cool acting.

It really was a tremendous time and, in addition to that stand-alone reason to feel encouraged to continue, it resulted in a lot of specific clarifications in what The ACTion Collective's ever-evolving mission statement and function should be. There was definitely a spirit created by the room that I found myself wanting more of, a sense of play that encouraged more work and more risk-taking. This is a very important aspect of creating good work, yet it is an oft neglected one as well when it comes to the rehearsal process. It's definitely a component of our ambition with this project, to provide fellow actors with more of what they need. It may seem odd to non-actors that we sometimes need to be reminded of how much fun what we do can be, but I think this is true of almost any work. And acting, in addition to being play, is most definitely work.

Now Andrew and I are feverishly collaborating to come up with a best-of-both-worlds event for December, and I am excited by the prospects. It's a somewhat dodgy time, what with being between holidays and during prime party season, so attendance may be a problem. No work is ever wasted, however. Especially when you're having a good time doing it.

31 August 2009

Hate the Player, Not the Game


The other day I had an especially trying one at el jobbo del day, the details of which we needn't repeat, even in my imagination. (Today is looking up; I already had to kill a mammal with nothing but my cunning and a serving spoon.*) Luckily, Friend Adam had already extended an invitation to join him for some recreational activity that evening. I dutifully tromped over to the outer limits of Queens, where many n00bz were pwn3d (read: many inexperienced players had their digital avatars removed from the game by force). Of course, by "many n00bz," I mean "me, over and over again," and by "were pwn3d," I mean "trounced, most likely by 'tween boys with a 100-word limit on their available vocabulary." It was my first time playing XBox Live, you see. In spite of my adamant liability to my fellow teammates -- something I really do feel quite bad about -- I did feel considerably happier after my little adventure.

Never mind that there are some indications video games can be helpful in alleviating depression; games that conference in other live players can have a decidedly social aspect to them, not to mention the sheer teamwork involved. In the games of Halo I played the other night, our team never could have won the rounds they did without talking through what was going on. It was better communication, in many cases, than I experience in a given day at el jobbo del day. But I write not here to draw insinuations of insults by comparing a fictional war game to a real-life office environment (not here, anyway) but rather to discuss the prejudice against games.

What prejudice? You may well wonder. People love games. They watch reality TV for the games people play, and football for the games titans play. We even have fantasy football, in order to play a game outside of the game. Gambling is a short-form game, and driving is a rather high-stakes action game. Games abound. Even video games are getting a great deal of respect these days, comparatively speaking. Gaming consoles are bleeding cool into what was once a domain of the ubergeek, and even housewives are getting excited by the Wii whilst stock brokers eagerly anticipate the next Call of Duty installment. Heck: "Gaming" and "gamer" have been appropriated into terms associated almost solely with video games, as far as the mass audience is concerned.

In spite of all this acceptance, imaginative gaming (and I'm coining a phrase here) continues to get a bad rap. Perhaps it's because of all the acceptance; I think it's an ingrained habit for we humans to define ourselves by what we reject, what we do not believe in, and if we're accepting all this other gaming, maybe we need something to point a finger at and say, "Bleargh!" I don't understand it, frankly. I never have, and that inability to understand has resulted in countless awkward social predicaments from about age five on up to now. However, it's also resulted in some of my most rewarding experiences in life. So I stick with being a little different in this sense.

What do I mean by "imaginative gaming"? I mean improvisation. I mean games that are relatively free from conventional constraints. I mean role-playing games (RPGs), but I don't mean the kind that can be played on a computer (as of now, that is) nor do I mean only RPGs. I perceive a unique category of games that spans a bunch of different categories, yet has very much earned a distinction in being rather more openly creative than the rest. I'm basically naming something here that I like, personally, but I'm inclined to believe that I'm not alone in this specific preference. Expatriate Younce outlined some categories of RPG play for me a couple of years back (gamist, narrativist and . . . and . . . LOOK, A SEAGULL!) but these are more styles of playing than descriptions of the game itself. Imaginative gaming is any game in which the players are the ultimate authority over the rules. It is a play in which the sense of play is more important than any other element -- meaning the game itself is based on how well it is played, not how well it is won. Moreover, if this scares you or sounds ridiculous, imaginative gaming is as applicable to buying groceries as it is to making up stories around a table. Movies can be written with it, and difficult negotiations can be compromised with it.

We've all been in the position of working with someone whom we don't particularly appreciate or enjoy, and in some ways playing with such people is much worse. (And I'm perfectly comfortable admitting that I have been just such an undesirable player on more than one occasion, for more than a few people.) Memories such as these make us cautious, and resistant to new experiences. We want to be able to control outcomes, or at least be supported in the belief that control is a factor at all. But the beauty of a game is that we get to be surprised by what occurs, and we get to test ourselves against adversity of all kinds, within a contained environment. Maybe learning to play well with others is one of these challenges. I personally believe that anyone can be a welcome addition to play, if only you can find a good way to play with them.

All this is just to say: Try not to hate the player but, even if you can't achieve it, find a love for the game. It's all some kind of game, after all, and the games that are most true to life are the ones in which we create our own rules.

*My cunning is less lethal than the spoon; luckily (for me) the little guy had run across the wrong side of a glue trap.

10 July 2009

La Prova Generale

So you drive to Siena, and head at a serious clip toward the main piazza, because as far as you know you have maybe a 3% chance of getting a ticket to their "dress rehearsal" for the most famous bareback horse race in the world. You don't really know what that means, but . . . hell: "When in Rome."

You're not in Rome, though. After much run-walking over cobblestones, you're here:
After a good pause for a refreshing beverage (which helps you recover from the embarrassment over having covert-sprinted amongst all the laid-back Italians) you set about trying to figure out how to get a ticket. Your friend, who speak much better Italian than you do, works it out. E la:

So, you've got good seats. The seating is right beside the course, which runs the entire circumference of the (very large) piazza, and has been covered with tightly packed earth specifically for the event. I mean to say: You are RIGHT THERE. It's hard to believe someone's actually going to bring a semi-wild animal that close to you on purpose. It's also difficult to believe that you needed to rush so, because the piazza still looks like this:

But, you know, you go with it because your friend speaks better Italian than you, and has been to this event before, and because just maybe this will be a memory of the sort that never goes anywhere it can't be remembered again. It's good you kept these things in mind, because within ten minutes, the piazza goes from looking like the above to this:

There is much accepted pomp and circumstance prior to the main event. The city, you see, is divided into various neighborhoods that are represented by animals. The tortoise, the porpoise, the little owl, etc. These contradi are the participants in the race, and whoever wins the real race (the next day) gets bragging privileges for the rest of the year. So groups gather, songs are sung, children are corraled into choral groups and everyone has a boisterously good time. It's hard to imagine it getting more intense for the real thing, but it surely must. Juxtoposed beside that sort of contemporary hootenanny is medieval ceremony, such as a procession of the city emblem:

The real deal. See those guys in the back? Plate mail and wicked pikes. Wicked pikes, man. Further traditions include really skilled flag-twirling/dancing and processions of drummers, etc. The last little pre-show bit is the procession of what I assume represent the city's cavalry. These fellows march in, their horses high-stepping beautifully, swords raised:

Then you know what they do, after completing a lap? They point their swords forward and haul ass for a lap! In formation! It's seriously amazing. If I saw these guys bearing down on me, forget it. Even if I had a cannon or two. I'm going home and watching it on the news. Good luck, everyone else. Of course, after that, some clean up is necessary.
Dudes with brooms. If that isn't old school, I just don't know what is. After all these things rad, they get set for the race itself, including the latest technology. Ropes, for example. Very large ropes.
Which are spring-loaded. You know, to contain the semi-wild horses and their death-hungry riders. It's like some terrible idea of a horse race dreamed up by a Dungeons & Dragons (TM) -obsessed fourteen-year-old...
Yes, I am that fourteen-year-old.

Anyway, the horses arrive one by one, bearing the crests of their particular contrado. We got to sit right in the section where the horses begin, between the two ropes. It is due to this buona fortuna that I present to you contrado Lupa:

Now the really, really good stuff starts. It takes forever for the horses to get in line. I thought this was simply because, well, they're semi-wild horses. Ah, no. It turns out that it has something to do with signals the riders are getting from the officials/palio-captains of their contrado. Those people are standing -- as they have done for hundreds of years -- on a double footbridge that spans an alley between two buildings of the piazza. They are signaling their rider to be slow, or agitate his horse, or freaking kick the guy beside him. It's like baseball, with all the hand signals. It's part of the game, but the part that goes largely unacknowledged. This is, in fact, a primary reason for having a rehearsal for the event! The tortoise is the last contrado to enter the corral, and he sits it out for a long time, his rider's face as placid as the Buddha's, while the other horses and their riders kick and shout and otherwise try to hold it together.

You'll have to forgive me, because it started even faster than I could have imagined, so I don't have the beginning. I also don't have the end, because as soon as it was over people started climbing off the stands behind me to congratulate the winner and see if the guy who fell off his horse had died. (He didn't.) But, well, the final event of the thing is, simply put, this:

03 June 2009

Nerd Herding


I'm bad at it. Twice last weekend I was asked to help round up groups, and I failed in interesting ways both times, including by mis-hearing responses that were in the affirmative.
One of the aspects of Camp Nerdly that I appreciated for the first time this go, my third go (see also 5/12/08, 4/11/08, 5/8/07 and 5/7/07) were the many cultural overlaps between stereotypical nerd culture and stereotypical camping culture. Both require an enthusiasm for making life a greater challenge, amongst other specific conditions that supposedly "normal" people would fear or disdain. Both involve improvisation, moderated with a healthy dose of research and acquired knowledge. Both generally associate with high-calorie foods. Both environments typically eschew the strictures of social norms such as fashion and strict codes of hygiene. So yes, camp is an excellent place for fellow nerds to gather, and be unabashedly nerdish.

I am one such nerd. In point of fact, I don't think of myself as a nerd per se; not because I find the term derogatory, either. Rather, I think specifically of a "nerd" as someone very intelligent and good with details. I am not very intelligent, at least not in that way, so consider myself something more along the lines of a geek, or dork. Spaz, too -- which I have fortunately parlayed into a rewarding career as a physical comedian. At least, it's philosophically rewarding, when in no way else.

Despite my self-imposed sub-nerd status, I am allowed (nay: encouraged) to ally myself with other nerds on an annual basis at Camp Nerdly. I just did so last weekend, getting my yearly dose of straight-edge, pure gaming. "Gaming" in this context, by the way, refers to just about any actively challenging effort that is endeavored largely for the sake of fun and entertainment. It was a special occasion in several respects, owing to the fact that Expatriate Younce was in attendance, all the way from Leeds. (That's in England.) I have a funny sort of response to gaming. Expatriate Younce actively encourages it, as do other friends of my hometown, while Wife Megan and many of her circle, at best, do not understand its appeal. So I have some strong influences on either side of the debate as to the relative value and appeal of gaming. Then I get to the actual gaming, and have a response similar to when I've been away from a rehearsal process for over a month: "Oh crap. I have no clue what I'm doing here." Of course, I gamely (see what I did there?) fake it until I catch up again. And how do I feel about gaming? Well.

The first game I played on arrival this year was a collaborative board game called Pandemic, and I have only good things to say about it. Clinton R. Nixon was the gamer who introduced it to me and my fellow novices, and we had a great time discussing strategy in trying to clear the world of four rampaging diseases. We also got our butts handed to us by the game, which only serves to make you want to play it more. Sadly, I never found another opportunity. It's way more interesting to play a board game that is both collaborative and difficult to beat than it is to play something like Monopoly, wherein a winner is guaranteed and somebody's going to regret buying real estate.

Next that night was a session of A Taste for Murder, run by another favorite gamer of mine, Jason Morningstar (perhaps cool names are indicators of future nerdom...?). We gathered at "The Castle," de facto cabin for any games likely to involve more adult themes, and we possibly made those themes more adult than they were intended to be. A Taste for Murder seems meant to be a story-telling game with a fairly strong and regular dice element, where the "winner" of scenes is determined by competitive rolls. The setting is like an Agatha Christie novel, and you choose your characters based on family and estate relationships, trying for a broad range of class/status. In the first act of play, the relationships are built up and controversy well-established. It culminates in MURDER. In act the second, the player of the murdered character plays the detective on the scene, and the back-stabbing begins. We played it a bit grotesque, I'm afraid, for the genre. Not enough class warring. I played the rebellious son of the estate, and all audio was recorded for the game's creator. Well, some. We kept running down batteries. It was a good game. If I ever play it again, I'll focus less on winning the game, more on building my character.

Saturday morning started out with a game called Sons of Liberty, a role-playing game that used playing cards to drive the game function. Essentially, playing chosen patriotic figures both real and imagined (much of the imagination having something to do with steampunkiness), I and two others played a card game against the house ("the house" in this game represented by one Mr. Jeff Hosmer), using our hand at a given moment and the resulting win or loss to narrate how that particular struggle against the Tories went down. In most cases, it went down to the ground, and Hosmer trounced our sorry, albe-they rebellious, butts. I played a saucy cross-dressing Frenchman, hungry for rebellion (non-historical, btw). It was a fun game, and collaborative in its own way. The balance between card play and role-play landed heavily on the card side, but this created a very urgent dynamic that was also fun. Imagine playing Spit, and having to make up a whole team-written fiction, simultaneously.

The early afternoon was my most undecided slot, yet ended up being the most overall satisfying experience of the weekend in terms of gaming. Kagematsu is a unique role-playing game in many ways. The game has most of the players playing the women of a feudal Japanese village, trying to woo and/or seduce a ronin who has wandered into their town, in the hopes of finding love and saving the village from some great threat. The history of the game itself is unique; dreamed up by a male-to-female transsexual who was contemplating female identities, and since carried through a fairly extensive development by her friend -- and Nerdly attendee -- Danielle Lewon. In our game, a woman played the samurai, and I and three other women (including Danielle) played the women of the village. My character was a very young, innocent girl who loved the nearby mountains and cultivating bonsai. We conceived it all as taking place in a fishing village, one haunted by the spirits of the men lost at sea, and the story ended up being amazing. To make a long story short(er), this young ronin, out to prove himself, was variously wooed by very different women, none of whom wanted to tell him the problem of the village for fear of scaring him off. He eventually does confront the ghosts . . . and fails. Throughout this game, this growing story, we were moved. Some of us to tears. It was amazing. It was magic, nothing short of it.

My follow-up was similarly strong in narrative, although less of it was created out of thin air. Montsegur 1244 takes a very cool, tiny section of history and makes a game of it. You are given a very specific setting, choice of two characters (a primary and secondary) and play through the story of about a year within a community that now-a-days we might be inclined to call a religious cult. Your church, town, stronghold has broken off from the church and set up a rather different set of beliefs, principal among them that earth, life, is in fact a kind of testing hell. It can be transcended, and those who do are religious leaders known as "perfects," who try to guide their people out of the cycle of imperfect, passionate living, into true existence. With pre-established characters, setting and scenarios, the game really takes a lot of the burden of narrative structure away from the players (something we appreciate in Zuppa del Giorno when trying to build a play from improvisation) but there's plenty of room to play in the cracks. I played a quasi-heretical patriarch and a young orphan boy, and the highlight for me was a scene played out with Mr. Jason Morningstar, who was once again running the game. We had a negotiation scene that crackled like good theatre for me; he may have missed his calling, that one.

Finally that day, after dinner, was a Jeepform free-for-all, run by Jason (people will say we're in love), Remi Trauer and Emily Boss. I wrote a bit about Jeepform last year after my first experience with it, and it still intrigues me. Essentially, it is a very interesting hybrid of improvisatory theatre and role-playing gaming. It has its own philosophy, and makes efforts to stand apart from both forms (as any self-respecting hybrid ought). This year was a somewhat more technical exploration of the methods and tactics -- as opposed to last year's straight gaming -- and one which eventually descended into Absurdist madness. Each of the leaders led us through a different Jeepform trope, all three in the context of superhero fiction. This was, perhaps, a contributing factor to the eventual eruption of silliness, as people (read: nerds) had a ton of clever ideas about how to riff on comicbooks. They tried to tell us: The best choice is an obvious one. And we tried to listen, but by the time we got around to the fourth section -- a trial held in a strange, WH40K-inspired universe -- the gaggy gloves were decidedly off. I was as guilt as any, and it was a little too much fun to stop. Yet the surprising virtues I observed about Jeepform held true. People were taking turns, not interrupting, and a story was gradually developing on its own.

There was much discussion after that, rather late into the night (late by fresh-air standards, anyway), about gaming and improvisation and story-telling. There's something about people being excited to talk about that which is oddly fulfilling for me. I went to sleep feeling quite sated.

Sunday mornings at Camp Nerdly are often hungover affairs, but not the usual variety. People are bushed from all the thinking and playing of the day before, and many elect not to play anything at all, but there is a slot for gaming between eating and cleaning up the site. Mark Causey filled my slot (hey now) with a little game called GHOST/ECHO. It was reminiscent of my first year and Nerdly, when I discovered just how much fun it could be to create a whole fictitious world from the ground up. Of course, as an improviser and writer, I do this all the time, but I take it for granted somewhat. It's a means to an end. Putting it as the primary purpose makes for some lovely synchronicity, especially when its collaborative, and thereby synergistic. GHOST/ECHO offers nothing but variables, an idea for context ("aetherpunk," says the ad) and a device for conflict resolution and lets the players make the rest up. It would be a tricky terrain for someone unused to working without rules, but for someone like me who knows roughly what to expect, and just wants to run free imaginatively -- a lovely way to spend a Sunday morning.

And like that, it was over. Some mopping, some laughing codas, a bus ride for me and the next day Expatriate Younce was bound homeward as well. My annual alliance with 50+ smart, creative thinkers done for the year.

When I was too young to fully appreciate the sentiment, someone mentioned to me the following axiom: When you are young, you love someone because you need them; once you have lived, you find true love when you need someone because you love them. I knew I was too young at the time I heard it to fully appreciate it, but there's nothing to be done about that. We all grow in our own time, and can only listen to the advice we are ready to hear. Yet I remembered it, and whereas it concerned me, made me worry about the nature of this or that relationship, when I was younger, now it is a comfort to me in all of my loves. When I was a kid, and started gaming, I loved it, and I really needed it -- for interaction, to work out my own fears and ambitions and to feel accomplished. And now, I love it. It wakes me up, engages me, gives me ideas and allows me to make the big picture the priority. I'm made happier by having it a part of who I am and what I do. And that's a great feeling.

13 April 2009

1 2 3 SPRING


This weekend I went down to northern Virginia to celebrate a friend's birthday and Easter, and to meet my new niece-in-law, Hannah. It was a very fast trip, and a car was rented, which makes for a great deal more ease of travel, in spite of involving a great deal more effort on my part. It also allowed me to skip out on my own early Saturday morning for that birthday's adventures. The lucky birthday boy's wife arranged for a group of his friends to experience Inner Quest as adults. This was a popular field trip for all of us as children but, I must admit, it is so much way better as an adult. For one, nobody makes snide comments about one's athletic prowess, or lack thereof.

Well, it's done with a better sense of humor, anyway.

It was a fairly fascinating experience for me on many levels. As a youth, I only ever went to Inner Quest in my overweight phase (ages 5-16, this "phase" was) and I certainly didn't have a lot of background on the sorts of things they ask you to do there. I was a Boy Scout, and we do some challenging things in the Scouts, but rarely anything so singular as a zip wire, or climbing a 35-foot ladder (somehow that's more frightening than rock climbing). So perhaps needless to say, I was far better equipped to handle its challenges--physical and emotional--as a 31-year-old circus enthusiast. I didn't so much get a feeling of redemption from this experience, as I felt a strong need to make up for lost time. I wanted to run through, do everything, and do it all twice if I possibly could.

We did a zip wire (coast across a valley on a pulley attached to an airline cable), the "trapeze" (climb 30-or-so feet up a tree and jump from a platform to catch a trapeze), the "squirrel" (you're tied to a rope that runs up to a pulley very high in the air, and your friends are on the other end; at "go," you run in one direction and they, the other) and a "woozle" (two tightropes that wedge apart; you and a partner put your hands together and try to stay on them as far out in the widening wedge as possible). Of all of these, the trapeze was definitely my favorite. It was an awfully Batman-ish sort of challenge, and the terror I felt on that platform was unexpectedly strong. Pushing through that was an exhilarating reminder that there's a lot of new stuff I can still tackle physically, whether it's making up for lost time or finding all-new challenges. Wife Megan and I are, in fact, planning to take our first aerial class this week.

The other way in which this adventure was fascinating, though, was a quieter, less-terror-inducing one. Inner Quest is principally a team-building course, and they host school, church and corporate groups for day-long bouts of group challenges. This day was a bit like watching my own workshop curriculum writ large, stretched across valleys and up oak trees. Whether I'm teaching acrobalance or commedia dell'arte, there's always an emphasis on group work, on creating a sense of ensemble. That priority even ties back into the times I was first experiencing Inner Quest; growing up, I felt a very strong connection to the groups I was in that worked well together, theatre-oriented or otherwise. For me, there's a synergy to collaboration that simply has no match in individual efforts (if in fact any effort can be said to be purely individual). So I find the work of leading such inner-quests fascinating.

Our guides in this day, known to me only as Kate and Corey, were very accustomed to one another and seemed to be genuinely enthusiastic about the work. It was a miserable day weather-wise, rain-soaked and chilly, which made for mud, but they made sure we knew that by showing up on such a day we had impressed them. The emphasis was on fun, this being an adult birthday party, yet they kept up with their leadership techniques from what I could tell. I was struck in particular by how Kate dealt with an especially terrified friend on the trapeze platform. She just talked to her, but underlying the conversation was an awareness that she needed to balance distracting the jumper from the terror while focusing her on the task at hand. It's a delicate technique, and one that's impressed me ever since someone used it on me when I was a boy, to get me unfrozen from climbing up a couple of airline cables to the zip-wire platform.

I have had a few incidences of having to coax people into attempting the activities and/or challenges my workshops present. Some have gone better than others, of course, but it's an interesting and essential aspect of teaching. Everyone is accustomed to the idea of "requirements" for a given class or workshop, but requiring something is in my opinion antithetical to the learning process. The first step of learning is choice; take that away, and even when students accomplish something it is fleeting, personally unimportant or even ultimately resented. Inviting someone to challenge themselves, doing so in a compelling way, is a precious ability to cultivate in both teaching and other forms of leadership. It allows for progress and individuality. I'll be thinking about this a lot, no doubt, during my workshop at Swarthmore tomorrow.

There's only one thing better than springtime in NoVa, and that's autumn. But spring is pretty wonderful too, with its cherry blossoms and budding deciduous trees. I'm glad I got down there for our short weekend, and played outdoors a bit while there. On Sunday, in fact, Megan and her dad built Nephew James a new playground in the backyard. I slept in and missed most of the build, but selfishly scooped up a great deal of the payoff by playing with young James upon his first discovery of the fantastic addition to the yard. It was chilly. I definitely wished for it to be warmer as we romped around the castle, but kind of relished the youth of the season along with the youth of my companion. Before we know it, he'll be springing off platforms and hurtling through space. Eager as I am for warmer weather and more activity, the present moment is pretty wonderful, too.

23 March 2009

Head Shots


I recently ordered a good batch of prints of my headshots -- a little over fifty, of mixed variety. I easily could have ordered 100, and put them all to good use, but as it's coming up on tax time, I hesitated to make the investment just yet. The turn-around on the order was surprisingly quick. Placed late in the day last Wednesday, they were ready for pick-up Thursday midday. Now there are two fat envelopes of photos featuring my face sitting next to my desk, just waiting for newly printed resumes to be cropped to 8x10 and adhered. What with all my open calls lately, and the need to get myself out there more, I see many unsolicited mailings in my future.

That was a good thing to get done last week, and this weekend I had an incredible series of merely entertaining activities. Not that entertainment is a waste for me -- far from it. It's just that the occasions when it has nothing to do with theatre or my fellow theatre artists are rare, and I just had a whole weekend's worth. It started with an easy evening at home Friday night, and progressed into Saturday, which started with a spa day with Wife Megan. An abnormal luxury for us, to be sure, and we owe big thanks to the groomsmen for it. From there it was a vegan lunch out, a movie, drinks at Friend Geoff's bar and another evening at home (our budget having been busted for the day by all that follow-up to the spa). Then, Sunday, I indulged in one of my most indulgent of entertainments with Friend Adam for four hours or so, and met up with Friend Ken for drinks. All in all, an incredibly rewarding weekend.

I feel depressed today.

The most indulgent entertainment I know of, ladies and gentlemen, is video games. Yes. Video games. Especially now, because they have come a long way since I was thirteen, plugged into my PC in the basement of my parents' house, listening to Nirvana on the ol' single-speaker, tabletop tape recorder. This is why I do not own an Xbox, or PlayStation, or what you will. Time will literally flow by like an endless river. Video games threaten dehydration for yours truly, I kid you not. So I engage in them rarely, as I did yesterday with Friend Adam. We played the demo of Resident Evil 5, and continued a game of Left 4 Dead we played a week before, and playing video games twice in two weeks is the most I have in years. Both games, for the uninitiated, are zombie scenarios, with much shooting and running about.

Friend Patrick has often theorized that I'm a little obsessive (see also the comments on the above link), maybe even a little masochistic about certain things. Certainly my ability in the realm of video games emphasizes my obsessive qualities, as I am largely terrible at them, and nonetheless enraptured by them. What strikes me today, though, is not how obsessed I am with that little entertainment, but how slavishly my emotions are subordinate to the work (or lack thereof) I'm trying to do. In other words, I don't think I'm feeling depressed today because I played video games or had a scalp treatment or because of anything I did this weekend past. I don't even believe it's because now those activities are over, and the work week returns. Rather, it's because of what I didn't do last weekend.

As anyone who presents themselves to be even remotely geeky knows, zombies are guiltless kills. Part of the fantasy is that a zombie hoard gives otherwise moral people ample excuse for depraved violence against their fellow humans. It's an outlet for all the sublimated aggression that's kept us, as a race, alive and killing one another for centuries (and that lives on in more outspoken acts in certain of our pets). Different zombie stories carry different emphases, drawing parallels between the shambolic creatures and drug-users, religious and other fanatics, and even shopping-mall-goers, but what remains consistent is that the zombies can only be stopped by utter destruction. Perhaps significantly, this is traditionally achieved by destroying the head. It makes sense (insofar as zombies make sense) as an act which destroys the brain, home for any animating urges, be they natural or no. But on a psychological level, a metaphoric one, it often signifies erasing someone's face, or identity. The classic zombie crisis is that one's best friend, or spouse, or parent, has been transformed into one of these demons, and it's up to the hero of the story to overcome his or her previous connections and emotions, and do what needs to be done, face-to-face.

Now I wish I had spent at least some small part of the weekend doing something that wasn't irrelevant to my career. This impulse can be confusing to those who relish leaving their jobs far behind at Friday's end, but for those of us who are pursuing an alternate career, our "free time" has a different tang to it. Trimming paper edges and printing mailing labels is not a heck of a good time, but afterward one feels as though he's put something in its proper place, vindicated the time spent doing work he doesn't appreciate by balancing it out, just a little. Ever since I was really young, I've better appreciated my recreation when it caps off a period of good work. That seems like a noble perspective when you put it that way but, turning it slightly, the dark side of it is covered with feelings of guilt and anxiety about personal time that's come and gone. It's spilt milk (to distend the imagery) and it's stupid to regret. It's also tough to let go of. Not the milk, but the time, and . . . oh, cock it. The weekend was fun while it lasted, and I needed some of that "irrelevant" satisfaction.

My mom, she once asked me what in the world I got out of video games. I told her it gave me a sense of accomplishment and control, two things I didn't feel I had a lot of at the time. I'm glad she asked me, because realizing that made me realize how people can get their priorities mixed up and spend half their lives just trying to entertain themselves. Having a sense of purpose is important. You can supplant it for a bit with entertainments; heck, you can do that your whole life these days, if you rearrange here and there. Maybe getting a high score or finishing a level on a game isn't all that different from a pay raise, or finishing a successful project, really. So long as we can look back at it all and feel good about it, good about where we've been and how we got there. Sometimes I get awfully frustrated with where I am and what I'm doing, and nothing seems more gratifying than busting out and mowing down anything and one that gets in my way. So I'm glad there's a virtual environment for this, because it's a terrible emotion to use in everyday life. Everyday life responds better to focused, incisive work, to balanced point-by-point goals and well-aimed means.

Everyday life responds better to headshots.

17 January 2009

Re Cap


Hwaet:
So I journeyed to my parent's place in Hagerstown, MD, on the world's crappiest "Chinatown bus" on the 23rd of last month. It was the 24th by the time I got there, jangling Chinese karaoke still resonant in my head. The next day Wife Megan drives up from her parents' in NoVa and we attend my mom's Christmas Eve service. That night we celebrate Christmas with my parents.
Christmas Day we drive down to NoVa to spend it with her family, and there is much present-opening and nephew-adoring.
The day after that I spend largely at Friend Mark's, with Friends Davey, Steve and Adam, pretending to slay things with our mighty weaponry, there being no mightier weapon that our imaginations.
The next day it was back to Maryland for me to get a little more time with the 'rents and help them with their open house, New Year's buffet the next day. Much food was made, quite a bit (not nearly enough) consumed, and I felt well-fed to return to New York.
Return to New York for a few days and New Year's proper, whereupon Megan and I stay out way too late with Friend Geoff, then have to leap into a cab (pre-packed) for JFK.
Wake in sunny San Juan, January 1, 2009. We burn as we wait to be able to check in to our hotel, cunningly soothed off our guard by the cool breezes and sound of the waves.
The next day, Megan's friends get married on the beach and we bear witness, and dance barefoot on a plywood stage.
In the days that follow we enjoy the luxury of our beachfront hotel, do some sightseeing, then move into our more bohemian quarters in Old San Juan. More sightseeing, more friends, some good alone time too. And then it's back to New York.
A couple of days there to acclimate, unpack, do laundry repack, and then I'm off to rather-less-than-sunny Scranton, Pennsylvania.
Where I have been ever since, working to bring to life an entirely new interpretation of Romeo & Juliet to life with commedia dell'arte, clown and classical work, using poetry, Italian, and improvised dialogue. But more on that anon, now that we're all caught up.

10 October 2008

North Pocono High: Day 5


It is done. Our five-day residency at North Pocono High School under the auspices of the NEIU wrapped today, and I must admit that it has been even more of a learning experience for me than I had anticipated. It's a good policy the NEIU has, of ensuring at least an initial five days' work for new rostered artists. It was coincidence that ETC had an association with Geri Featherby, and she snatched us up for these free (for the school, that is) introductory days. It may have a made things easier on us, ultimately, to be supported and endorsed by a teacher who knew so well what kind of work we had created, and what we could offer the school. I still feel that we learned an incredibly useful lesson or two about curriculum-building and teaching within a high school setting. Going in, I felt fairly prepared, backed up by years of experience teaching workshops to all manner of groups. Now I know how wrong I had been, and how much I've not only learned, but have yet to learn.

Wherever possible, we wanted to make today about pulling together the various experiences of the week into unified, practical application. The approach we took in the Shakespeare class was to put a lot of control into the students' hands. We began warming up before the period began, and spent very little time with it in the actual class period, in order to maximize class time for scene work. We divided them into their groups for their assigned scenes for Taming of the Shrew, then split them in two halves for Heather and I to work amongst. For approximately half an hour we moved from group to group, offering suggestions for the work they would present to their peers at the end of the period, emphasizing the lessons in specificity, improvisation and character-building that we taught throughout the week. I had three groups, and had to move rapidly between them. If it hadn't been so busy, it would have been frustrating, to have so little time. However, we saw progress, and at the end every group performed a part of a scene to good improvement. I watched and enjoyed, bitter-sweet with the desire to continue working with them, excited to think of Zuppa del Giorno's approaching foray into Shakespeare's world. At the end, we thanked them, and they thanked us back, all like fellow collaborators. I hope to see them again before too long.

The gym classes, of course, didn't have the same daily consistency of our other courses, so there was very little emotional context to our work for those two periods. We learned some good lessons on how to wrangle massive groups for acrobalance yesterday, and applied them to good effect. Both yesterday and today I used squat-thrusts for the initial warm-up, and noticed that these worked well if you didn't warn the students what they'd be doing. I asked them to squat, then go into a plank (or push-up position), then squat again and stand. Then I just did the same thing all together with a four count, and everyone quickly got the idea with a minimum of commentary. It helps with such exercises to be a little competitive with the teenagers. (Helps, that is, until the next morning.) Aptly enough, both classes were disrupted in one way or another. The first lost their seniors for a group picture, nearly halving our group size. Something of a relief, frankly, for at least my voice. At the end of the second class, a fire drill went off. Still, we got good training squeezed in there. Even if we didn't get to know our students much in these classes, we did become pretty friendly with the teachers, and that was very rewarding. I really feel there was a progress in which they were skeptical of us to begin with -- having very little information as to what to expect from us -- and ultimately came to be satisfied with what we had to teach and how effectively we did it. We discussed teaching techniques for such bizarre circumstances as only a P.E. class can offer, and a couple of the teachers even volunteered that they'd love to get a group to see The Very Nearly Perfect Comedy of Romeo & Juliet.

Exactly how to culminate our work in the acting class, our last class of the whole experience, was a subject of much discussion betwixt Heather and I. Ultimately, we agreed that it would be good to structure it as much as possible, but to hand the actual creation of a scene or scenes over to the students. We began them with another game, then worked on group counting up to 20 (in which they succeeded). Then we did some "Yes, and..." storytelling in a circle, in which each person contributes a line to a developing story. This ended up being a little superfluous to what they created, but it was our idea that they could use whatever story was told there for source material for their assignment. The assignment was to, within assigned groups ("assigned" because even by the end of the week clear divisions were visible in the class social dynamic), create a scene with a beginning, middle and end, incorporating one rhythm of three, one pratfall and specific first and last lines of spoken dialogue that would be the same for all groups. The topper was that they had only one minute to discuss this scene -- enough to sketch an outline, not enough to avoid improvisation. We did a couple of rounds of this. It was effective insofar as it got the students working together with a minimum of fuss and put an emphasis on improvisation as an acting tool. I still wanted to take them a little farther out of their safety zones, somehow, but have to concede that for many of them this is an ambitious goal for five days' work. I smiled a lot in their presentations, thinking of how much they had to offer to this work, how real they are when they are (however momentarily) focused on the problem at hand more so than their own insecurity. At the class' close, we thanked one another, and a couple of the students who had peeped maybe twice during the whole week went out of their way to say goodbye. I respect my teachers so much more today than I had before this experience.

I don't know what the future holds for the relationship between Zuppa del Giorno and the NEIU. It had been our hope that this partnership would allow us to enhance our presence in a community at large, and compensate us to a degree that made a full-time commitment to that outreach sustainable. However, the NEIU paid us for this initial contract as though Heather and I were a single artist, under the heading "Zuppa del Giorno." The pay is still decent (which just goes to show what a generous organization they are), but won't quite justify my continuous participation when weighed against the time spent away from employment in New York. So, unless we can reach a different understanding, Heather may be in large part taking over the practice of this particular branch of Zuppa del Giorno. I hope not, though. I hope not, because through this experience I can see the tremendous potential for taking our work to another environment and integrating it and ourselves. I hope not because this week has been tremendous for all involved, I believe, and I also believe it will only get better with more experiences. Most of all, it's simply wonderful to participate in discovery.

08 October 2008

North Pocono High: Day 3


Today was, in many ways, unexpected. We ended up teaching two-and-a-half classes today, because just as we were ready to start the second period, the school went into a lock-down. I was confused by this; I'd never heard the term before. For those of you who haven't spent a lot of time around a high school in recent history, a lock-down is a sort of policy enacted in the interests of the students' safety in a time of crisis, or investigation. On notice, everyone goes into their respective classrooms and lock the doors. Well, one of these got timed for today in such a way that we missed out on teaching second-period Phys. Ed. class. To be fair, the announcement apparently informed people that they could continue teaching (it seemed it was simply for a drug check; they brought in drug-sniffing dogs), but they don't get all the announcements in the gymnasium and so we spent over an hour sitting, silent, instead. It's a good practice, given what can happen in a school these days. I was completely unaware of it prior to today.

Before all that, though, we had a great Shakespeare class in the auditorium. Our emphasis today was on the improvisation tenet, "When in doubt, breathe out," and we worked with the students on diaphragmatic breathing, enunciation and diction, and projection. I've been using horse stance to encourage the students to have a strong base for their breath, and they kind of hate it, but in a good, collective groan kind of way. It's working; they're really learning to relax the parts of their bodies they're not using, to ground themselves and deliver powerful voice from the diaphragm. After breathing drills and vocal warm-ups, we ran them through a diction drill, using:


"To sit in solemn silence
on a dull, dark dock,
in a pestilential prison
with a life-long lock,
awaiting the sensation
of a short, sharp shock
from a cheap and chippy chopper
on a big black block."

Then we practiced as a group throwing our voices to the back corner of the auditorium and delivering dialogue with power, before taking individuals up on stage with a line from their scene work and working them through clarity and intention in delivery. Heather and I would take turns coaching the student on stage and standing at the rear of the space, checking for clarity and projection. It was continued good work from this early group. Sadly, time got away from us again and we didn't get to everyone, but we made sure the rest of the class paid attention and practiced good audience habits. Hopefully some of what we do will stick, and they'll continue a practice. Tomorrow we plan to explore the use of character archetypes in Shakespeare (which I'm very much looking forward to), and we'll be back in the auditorium Friday to pull it all together.

Our one gym class was abbreviated to just barely a half an hour, so we kept the freshmen and sophomores in their street clothes and sped them through stretching and the most basic partner balances. Everyone was fairly hyperactive after the excitement/anxiety of the lock-down, but we managed to come together by the end of the half-period, and circle push-ups are always good for a bonding experience. We've ended every class thus far with this conditioning exercise. The way it works is that you have everyone in a circle (a rather large circle in our case) and put them in the "up" position of a push-up. When you tell them they only have to do one push-up, they relax a bit. When you tell them we're doing them one-at-a-time, and everyone must stay in the "up" position until we're through, they groan, but don't quite grasp just how hard they'll be working by the end. As it progresses, the energy builds, people moan and groan, but they're enduring together, so that by the end you can give them a choice: to keep it up, or join you in a set of ten or twenty push-ups more. Maybe this seems like torture to you, Gentle Reader? I can only say that, if you're there, you feel the camaraderie afterwards.

In our last class of the day, we revisited improvisation and set some new challenges for the students. We began with more team-building games -- group counting again, and blob tag. After a quick review of the improvisation principles, we set the students to two games: What Are You Doing? and Sit, Stand, Lie. In doing these, we asked them to remember to respond with a "Yes, and" attitude, and all that good stuff. WAYD is good for getting students to react impulsively, and rely on one another for their actions, and SSL reminds the participants that they need to pay close attention to one another if they hope to build a story together. The interesting thing about game play in this context is trying to keep the emphasis more on teamwork, less on competition. The games tend to teach themselves in this regard; they work better when people are working together. However, more inexperienced improvisers need encouragement to leave their safety zones, to trust their scene partners more and more . . . and still more. It was difficult to invite this observation in such a short time, but that's just the nature of a school day. If we get one thing across in our remaining days in this class, I'd like it to be a priority for fostering trust, for creating ensemble. Tomorrow we'll tackle this by way of acrobalance work. The physical can often be a quicker teacher than the conceptual.

07 October 2008

North Pocono High: Day 2


Remember when I posted about the infamous "sophomore slump" that inevitably occurs with a second night's performance? (See 8/15/07.) Of course you do! Well: It's more of a guideline than a rule, actually. Today we had a great day of teaching, in our every class. It would be foolish to try and attribute the success to any one general factor. Suffice it to say that whatever else may have contributed, we knew better what we were about today, and so did the rest of the school, and that seemed to grease the wheels just enough to allow everyone to relax and enjoy more.

In Shakespeare we latched on to the improvisation tenet, "When you get stuck, do something physical." Using it as a kind of theme for the day's (read: 43 minutes') work, we warmed them up quickly, played a quick game, and then ran them through three variations on developing strong physical characterization. Typically, we spend at least three workshops of 2-3 hours each on this part, but we wanted to at least point out the tools for them to return to if they are so motivated in future work. We had them walk the room on a grid, taking away the burden of decision-making a bit, then guided them into different postures using body-center specifics, animal forms and appetites to help them discover interesting shapes, pacing and rhythm. They took to it beautifully. My only regret was that we ran right up against the bell, leaving no time to review and process in stillness. We had also hoped to review their texts with them for physical cues and clues to their characters today. We've decided to attack some vocal work (in the large auditorium) tomorrow, and then integrate both days' work into the text Thursday, instead.

Physical Education was much the same for our first period as it had been yesterday, and today was another day for taking our time to lay a groundwork of physical awareness. Neither period had the immense numbers of Monday's third-period class. In the second period, however, we had our first freshman/sophomore group. They did very well indeed. In fact, it was easier to hold their attentions, by and large. It's clear to me that when we see them again on Friday, we'll need to take it slow, make sure everyone is both supported and challenged. Tomorrow is our big challenge in P.E., however, as we'll only see those two classes the one day. With period three today, we demonstrated some of our acrobalance to give them an idea of what we were training them for. It was well-received, and I think we'll start both classes with that tomorrow. And maybe, just maybe, we'll get to partner-stretching sooner so we can go farther with it and offer them some of the insight the classes who have us twice this week will receive.

Finally, the acting class. We had a much better day today. Our strategy for incorporating more game play certainly helped, but I think also the students had simply come to trust us a bit better over the twenty-four hours between. We began with a very quick warm-up, then played "Grandma's Footsteps" (otherwise known as "Red Light/Green Light"). That got them alert, and we brought them in for group counting up, wherein one person counts one number at a time, listening for their turn, trying to get up to a certain number. This was a nice way of reincorporating them as a team while maintaining a sense of play. From there we moved into some of our standard exercises for learning about rhythm, comic threes and stops, or doing one thing at a time. Still in a circle, we did spit-takes, trying to find a distinct beat in each moment (drink - process - spit) and then a rhythm as we continued around the circle. After that, we did the dollar-bill exercise, wherein the students are asked to cross the room on their way to somewhere, discover a dollar bill on the ground, and make off with it. We spent some time on this, and they accepted adjustments very well I thought, neither fighting them nor cowering from repetition. We ended working on staged trips, and trying to make them spontaneous and an event. They did very well and seemed to enjoy the technique work. Tomorrow we see about working that into the improvisation groundwork.

I'm exhausted and, frankly, expect to be every evening this week. We're having some callbacks for background players for The Very Nearly Perfect Comedy of Romeo & Juliet tonight from 7:00 to 10:00., for which I need to be both acute and participatory. I'ma go nap now . . .

06 October 2008

North Pocono High: Day 1


Today I and fellow Zuppianni Heather Stuart had our first day as artists in residence at North Pocono High School; we're teaching all this week, four classes a day -- one Shakespeare, two Phys. Ed. (yes, you read that right) and a theatre class. This is our first go teaching under the auspices of the NEIU, and we've been pretty excited about it. So often with the workshops we have to have an intense but brief experience, and never get to follow a progress with a group of students. This week, we'll start what I hope is the first of many chances to help students evolve over some time.

Shakespeare is a new class for us to be teaching, but particularly apt, given our upcoming project. Heather and I decided to offer the students our techniques for developing a show, improvisation and characterization, all through a Shakespearean lens. We were pleasantly surprised to find the students particularly eager and bright at first period. They are working on scenes from Taming of the Shrew, and some have already begun to memorize. Our plan was to review (in a scant 43 minutes) the basic tenets of improvisation, and then structure the rest of the week around those tenets as they apply to exploring and developing Shakespeare. After a quick warm-up, we led the students through a few exercises to get them accepting and building, making the other look good, being specific and breathing and making a physical choice when they got stuck. We ended the period with genres, asking them to perform their scenes in the round and inviting their classmates to jump in to help build the environment when necessary. Then we introduced a genre -- James Bond film, Western, etc. -- for them to adapt the text to. They took to it like they were on fire, and we were very pleased. The rest of the week we can really focus on specific techniques and approaches with this class.

Physical Education we were, I must admit, a bit nervous about. We've taught highly physical classes and workshops before, but never have we needed to incorporate the specific goals of a P.E. program and environment. We would have two rather large classes (30 to 70) in a row in a large, echoed gymnasium, and the classes we see Monday and Tuesday we meet again on Thursday and Friday, due to their rotating-day scheduling. Our approach then was to spend a good amount of time on the stretching and preparatory activities for partner balance, then instruct one-to-two acrobalance moves later in the week. We had the whole class form a circle, and led them through some of our more interesting stretches, making a point of first running them through some aerobic exercises to shake out the initial hyperactivity. It was surprisingly effective to keep the group focused simply by staying in the middle and pausing at key points; Heather and I stayed back-to-back, eyes watchful as though we were defending a hill. As the group warmed up and became accustomed to the activity, we switched to partner stretching, getting them adjusted somewhat to physical contact and communication. The students paired off by approximate height and we took them through pulling assisted stretches. The response was good. In that environment, the most hopeless response you can get is apathy, and we had very little of that. Afterwards, we heard good feedback, which is all the better for us as it spreads into the halls and informs the approach of our future students in these classes.

The last class of our day was a theatre one, after a break, and we also endeavored to teach the students the tenets of good improvisatory theatre, this time in a bit more detail. We were a little surprised to find this class a good deal more bashful than the first period. But then again, it was a greater mix of ages, and by seventh period some of the hyperactive energy so critical to good teenage productivity has worn thin. We warmed them up, then took them through more advanced improvisational exercises than those we used earlier in the day. They responded well, but we still had some showing fear at the end. Our goal with these students is to train them toward learning to work in Zuppa del Giorno's style, to regard a scenario, or a string of actions, as their script and to get a little more comfortable with putting their own ideas into what they're creating, making strong choices that are unique to them.

It was a good start. Tomorrow we have some modifications to add to each class, based on what we learned today. In Shakespeare, we plan to begin looking at methods of creating a strong physicalization for a character, using a combination of textual clues and personal physical exploration. Gym will be basically the same approach, but we'll have our first freshman/sophomore class, which should tell us a lot about how to proceed with the rest of the week. We may also do some demonstration of where our work with them leads, showing off a few of our more impressive acrobalance moves. For the theatre class, we intend to incorporate more game play, to disarm some of their defensive responses and get everyone into a team mindset. To this end, we're teaching some of our comic techniques: threes, one-thing-at-a-time, lazzi and the like. If they get comfortable performing their own work for one another, they'll be a hair's breadth from doing it outside the classroom. There's a strong possibility for our returning in the spring to work with them on their production of A Midsummer Night's Dream; the potential for tracking so many students' development over such a prolonged period of time is a very exciting prospect indeed.

22 August 2008

And the Award Goes To... (3)



As If You Care. is a sardonic sort of title for a 'blog. I recall that when Friend Younce started it, I was so out-to-lunch on the whole 'blogometric phenomenon that I thought, that's odd; if he disdains the medium, why is he engaging in it? The answer to my question was, of course, that he didn't disdain it at all, and understood it immediately, and saw possibilities for using it to his own ends and by his own means. He just wanted to be funny about it. That's how Dave is. And though it might not be immediately apparent from reading about his awesome family and game theory and distinction-making and his intense appreciation of a vast, ecclectic variety of (sub)pop music, Dave is also a mastermind type with strong creative leanings. This mostly gets expressed through gaming and online collaborations to produce real-world community and more game play, but to my mind, Mr. Younce will always be an aspiring author of fiction. Even if he never publishes a word of it.


I've known Dave since time immemorial. Well, since high school, at any rate. But we weren't exactly friends in high school. We had a few classes together, and were both involved in the theatre department, but the actual friendship didn't really crystalize until after graduation, when I suppose we both thought, Hey, wait a minute. I knew some much cooler people in high school than I've met so far in college. Thus was a really cool collaboration formed. Yet the roots extended back to that final year in the school of high, when even then there was a hint of the underlying creative current that would stick with us through college and missionary assignments and {shudder} adulthood. The photo atop this entry is from a project Dave did in that same time reinterpreting characters from the Sandman comics. At some point we geeks (we happy geeks) were backstage during some show or other discussing some thing or other, and Dave had this wild idea of people preserving their bodies past their normal lifespan by encasing themselves in a sort of radioactive gold. This in turn led to me having the idea of people who exponentially increase their intelligence by training themselves to experience a year's worth of living in a single night's dreaming. We discussed the possible overlap of our ideas, and Dave said, "You should write that."


I still haven't.


However, this kind of idea-swapping and assignment tradition continued as Dave and I reunited in the summer after our freshman years away at college. I didn't know it at the time, but the whole three months were extremely formative for me, as a person and as an artist, and Dave was around for a lot of that, giving me books to read and music to listen to and assignments to complete. It was reciprocal, this creative tête à tête, but of course I remember what I was assigned and absorbed more than what I offered up. Frankly, I remember being challenged by the effort to return in kind when it came to assignments and influences. Dave was, and is, a very focused thinker, yet seemingly without being overly linear, and the result is that he can pound out ideas and improvements upon those ideas while one is still sitting at the keyboard contemplating how you're supposed to punctuate "tête à tête." More recently, Dave has worked to connect me with the gaming community (see 5/12/08 & 5/7/07), which I was resistant to and which probably stands alone as the experience most encouraging to my creative processes since reading the Sandman comics for the first time (also Dave's doing).


Expatriate Younce has moved to jolly ol' England, which is bad for me, but great for As If You Care. Now, in addition to never knowing quite what you'll get when you sign into his 'blog, you also never know when it might be something wicked cool that you wouldn't have thought of today without it, like new random generators, observations on information diagramming or photos of Dave's adorable progeny clambering about on the heath. I'm particularly fond of Dave's five-word movie reviews. If Dave ever does become an author, he will probably remind us of Hemingway in the efficiency of his prose, crossed with a Gaimanesque sense of humor and a Stephensonish complexity of ideas. Dave himself is a big fan of Eco and Pynchon. Mercifully, he does not sound a bit like either. (You could write a respectable epic poem about Dave's efforts to get me to read Gravity's Rainbow. "Don't you understand the amazing things this guy's doing?" "No Dave, I don't.") For all those influences, Dave writes things like, "When I was a young, cynical LDS missionary on the hardscrabble streets of LA, I would often see black plastic bags floating along the ground or in the air, or fluttering helplessly in a tree, and I would daydream of having a Nature-channel special that would follow them around, while a British narrator in hushed tones talked about what they were doing."


And so, this award goes to Dave Younce.