Many improv troupes have the "5 Pillars of Improv" - guidelines to make you and yours successful. We found that each group has different ones so we made our own based on research and experience! Below are our Tentpoles (we started as a camp afterall)
Each person should not only support their fellow actors but should build and justify their choices. A strong improv player will never deny a choice.
Every good improv game is grounded in a base reality. No matter how absurd, the players should explore the base reality of the situation and keep it grounded. Improv is best when it is grounded in a reality the audience can understand (even if the reality is absurd or silly!)
Don't come with the whole story planned. You bring your part of the story and be adaptive as the story you expect is probably different from your partners. Improv does not have to be funny- you don't have to be funny. Sometimes a player is at their best when they are setting up a punch line or a part of the game.
Within the base reality, players work to discover "the game". The game is often referred to as the "first strange thing". Once discovered, the players will play that game by justifying and heightening.
To heighten a scene, players, after discovering the Game (the first strange thing) will as themselves, "if ____ is true, then what else is also true?" This leads to a heightening and justifying of a scene that remains grounded in it's base reality.
Yesandia Improv created curriculum inspired by and supported by the following groups, people, and troupes:
Viola Spolin
Del Close
Ben Schwartz
Will Hines
Upright Citizens Brigade
Second City
Canadian Improv Games
Forest Drive Improv Company (Cedar Rapids, IA)
Grandma Mojo's Improv Comedy (Ames, IA)
K.A.R.L. (St. Louis, MO)
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