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The Ratings Game!
In our continuing
effort to make our line of work look more like an exact science than something
we just do, we have designated five self-proclaimed Pillars of Improv
and judged each of our games on a scale from 1 to 5 in each of the five
categories. That makes 25 total possible units of improv (we shall call
them "Idiot Heads") that each game can recieve, if you're in
to that whole "multiplication" thing. The ratings should be
used to determine what skills, if any, are necessary, and what skills,
if any, are actually improved by repeated playings of the game...
if you're into that whole "practice" thing, anyway. The five
categories are, as follows:
Character
One
of the important things to remember about improv is that you are actually
acting, as much as anyone would tell you otherwise. And when one acts,
one does not portray oneself. Therefore, it arises that coming up with
and accurately portraying other characters becomes important. A low rating
in this category means that the improver can usually get away with portraying
himself, while a high rating in this category means that not only will
a unique and different character be required for the scene, but the improver
will probably have to beef that character up with backstory and experiment
with that character in lots of different situations, making him "round"
instead of "flat," in the terminology that all of our 6th grade
reading teachers taught us.
Plot
"Plot"
can be defined as anything from "making up stuff on the spur of the
moment" to "intricately crafting a winding and epic storyline
that has all the major elements of a regular plot: exposition, conflict,
climax, etc." It does NOT, in the context of our ratings, mean the
ability to come up with song lyrics on the spot. That is another skill
entirely and is designated, along with the actual ability to, you know,
sing, by the following sigil:

Plot, to get back to what we were originally talking about, will be necessary
when a scene has to actually get somewhere. A low rating means that the
game is more about following the rules and not really where the scene
goes, and a high rating means that you better damn well think up a Tarantino
script in the next five seconds.
Timing
As
any good comedian will tell you, it's all about the timing. It seems that
things are funnier if they are presented in the right way, and that what
timing is all about. A low rating means that you could probably sacrifice
replying to a person in a timely fashion for thinking about what the reply
is, and a high rating means the game is heavily dependant on when things
are done and/or in what order they are done and/or the ability to do them
faster or slower or something along those lines.
Mime
If
no one has realized this thus far, improv is not one of those "planned"
activities like vacations or other types of acting. Therefore, we don't
have the exact props we would need throughout the course of our attempts
at "regular" acting. Our solution to this quandry is simple:
we pretend that the objects are there, even though they are not. Drinking
from an invisible glass or being a giraffe are skills that a good improver
must pick up, and this is the category for that. A low rating means that
the game is mostly sitting around and talking. A high rating means that
the game's rules involve the words "act it out" or there is
a lot of implied "acting it out."
Group
Mind
This
is, by far, the most elisive and also most important facet to the art
of improv. Or the science of improv, or whatever it is those kids are
calling it these days. Improv is not a solo activity, and it always works
much better when the people on stage have this mysterious ability to communicate
without really talking. Or maybe it's just to know how the other person
thinks, so that you can emulate his brain patterns in your own head in
a safe test environment so you can predict what will be done on stage
by the other actors. Regardless, words cannot describe this category,
you just feel it. A low rating is when the game truly is a solo activity,
and a high rating means lots of people having to work with each other
towards a common goal or, in the very least, comprehensibility of a scene.
Back
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The Idiot Head
The Idiot Head logo will be used to give each game a rating of between 1 and 5 for each of the five Pillars of Improv. That logo looks like this:

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