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The following games will help expand your drama team's ability to think on the move. As your actors become more profi cient at these exercises, they will also develop the essentials your team needs to be able to put together and perform on-the-spot skits.
20 INSTANT SKITS
This fast-paced game is a great way to get your team interested in improv.
The main idea behind this game is to see who can come up with the most creative uses for the props; therefore, you'll need to have a good selection of props. Try to have some normal, everyday items, as well as some objects that may be more diffi cult to identify. You can use the list in section 7.6 to get you started.
Select two or more players to get onstage. Divide the players into two teams. All props should be placed in a box at center stage. At your signal, a player from team one pulls out a prop and has 10 seconds to come up with any application for the item other than the object's intended use. Once fi nished, the fi rst player hands the prop to a player from team two, who must immediately come up with a different use. When fi nished, the player from team two will then pass the prop to a different player from team one,
who must do the same.
This continues back and forth like a Ping-Pong game until someone can't come up with a new idea. Whichever team can't come up with a new idea drops the prop, and the other team gets a point. Hand a new prop to the last successful player and continue in the same direction. This game can be a lot of fun and even more intense if you have a good buzzer to go off at the end of 10 seconds each time.
Caution: This game could potentially yield some inappropriate innuendos if you're not careful. We want to encourage you to strongly emphasize the importance of appropriateness to your game players. You may even want to deduct points if teams are overtly inappropriate.
PROP ME UP, HERE
In this game, the director has made two sets of index cards. One deck describes occupations, and the other deck describes different feelings. One by one, actors pick one card from each deck and then proceed to present a character combining the suggestions from the two cards. The audience then guesses what the two cards held. You can fi nd a list of occupations in section 7.3 and feelings in 7.5 to get you started.
THE BALL KNOWS ALL
Have your group sit in a circle with any type of round ball. The director gives life to the ball as the group passes the ball around the circle. For example,
the director may say the ball is 'heavy,' and the group acts as if they can hardly lift it. The players can talk to or about the ball; however, they may not use the same words the director used to give life to the ball. This can also be a great game for involving audience members---have them try to guess what the 'life of the ball' is.
Here are some ideas to get you started:
* Feels like needles
* Knows what you're thinking
* Thinks you're cute
* Thinks you're funny
* Thinks you think you know all about the ball's horrible past
* Feels like thunder
* Knows what you did last summer
* Smells like poo
* Allows you to see the future
* Feels like Jell-O
* Feels like a warm blanket
* Feels like razor blades
* Light as a feather
* Stiff as a board
* Looks like your favorite dessert
* Makes you have allergies
* Sticks to your hands
* Filled with helium
* Splashes on you when you catch it
* Causes you to shout your feelings
* Causes you to laugh
* Causes you to cry
* Causes you to stop breathing until you get rid of it
* Causes you to freeze everything except your arms
* Fluffy like cotton balls
* Causes you to start singing your favorite songs
Posted December 26, 2011