Rabbits from Hats

Hwaet:

Zuppa del Giorno

is returning to Italy. Some are flying out as early as the 6th, but I don't depart until the evening of the 8th. We all come flocking home the 21st. In between, we are scheduled to perform at several theatre festivals, thereby offering up our very first solicited original work abroad. It's an incredibly exciting opportunity, and one on which a lot relies. We will get more exposure than ever before, and exposure specifically to theatre artists we want to involve in

In Bocca al Lupo

, and collaborate with on other projects. People will judge us by what we do, and their opinions will dramatically affect our ability to move forward with an international program, be it educational or performing, or both.

And we have no show to perform.

You might suppose that a troupe specializing in improvisatory theatre would relish this situation but, if so, you'd be wrong. Call us nancies, but when this kind of thing is on the line, we generally like to have something pretty tight put together. Then, should circumstances flatter it, we might depart from our show to enjoy a good tangent or two. How do we find ourselves in this particularly awkward position? Well, these trips always seem to pull together at the last of all possible moments, and commitments can be tough to come by. Our intention had always been to somehow resurrect (read: restructure)

Silent Lives

for performance in Italy. Not only do we not have the time nor resources to accomplish that, but one of our numbers has a conflict and can not join the trip. That leaves me and

Friend Heather

to conceive, build and perform an hour-long, wholly original show.

Friend Heather moved to Scranton about a year ago. Which kind of makes me want to smack her right now. (But Heather's always kind of fun to smack, anyways.)

So we've met a total of three times -- repetitions of three being

inherently

funny -- for about four-hours-a-go to develop a show we can perform between the two of us; a show that is not verbally language-based, that is easily transportable and, one hopes, entertaining as all hell. No pressure. Prior to these rehearsals, we collaborated over email a bit, as we are wont to do, unless we actually set up a

blog

or

two

to coordinate multiple input sources (read: folks). I wrote out a strenuously over-involved, quasi-scenario (for three; this was when we thought we still had three with which to work), and Heather wrote back with her version of the same (including such useful responses as, "I'm not sure about the sock puppets..."). After all this, we met in New York to "rehearse," and, as though I hadn't enough to thank her for by now, Heather took the onus of the travel upon her martyred self.

I'll skip to the end a bit here, to say that what we now have is a largely silent clown piece that -- we hope -- should take about 45 minutes to play out, about a couple growing up and old together. How we got there was a good deal different from creative processes Zuppa del Giorno has heretofore engaged in, driven as we were in a unique way by necessity. Heather and I actually have a couple of ideas for independent collaborations together that we discuss whenever we're frustrated with whatever we're supposed to be working on, but none of these ideas could be squoze (is SO a word) into the framework of our festivals. Given our limited time to develop the show, we elected to mine previous material as much as possible. Which, oddly enough, is a very traditional commedia dell'arte thing to do. After four years of working together, we have several lazzi that can be dropped in to whatever we do.

Our first thought was simply to compile all the couples we had played in Zuppa shows (Heather and I are the Burns & Allen of northeastern Pennsylvania) into a kind of review. The trouble with this idea was that most of our couples spoke as part of their characterization, and it didn't provide us with a simple through-line, which is something we knew we'd need. You can pfutz about with conventional narrative, sure, but we have enough problems confronting a language barrier. Eventually, we recognized that the characters we had played could be pretty handily slotted into different stages of life, which reminded us of our conceit of three people growing up together in

Silent Lives

. So when we met, Heather and I immediately started playing with old-couple characters. It was the least-explored aspect of a life-cycle for us thus far. She had recently played an older woman in

Time, Timing, Timeless

, and I had a farcical old man in

Legal Snarls

, but never together and neither with any romantic or quibbling overtones. So a matter of days ago, we met in an aerial acrobatic rehearsal space in Williamsburg and explored.

More to come on this piece as it progresses, but David (Zarko) has already had to title it for submission:

L'amore e' mazzo, ma buona

(

Love is Crazy, But Good

).

Ta-Da

It hath been a most manic week.

This week promises to be still more so.

Last Monday and Tuesday,

Friend Heather

came into town from luxurious Scranton and for two evenings we attempted to cobble together a show to take to festivals in Italy. Just the two of us. (Yet without using that song, in spite of it being stuck in my head for weeks now.)

Wednesday and Thursday evenings were my only times to pack for my move this week.

Friday I worked for

NYU's school of film

, acting in short scenes for their student directors as a part of a "blocking exercise." That was the first part of the day, and then I travelled to Queens to secure storage space, and then I and

Fiancee Megan

were off to Virginia for what turned out to be a seven-hour bus ride.

Virginia was a welcome break from running about arranging moving logistics and rehearsal times, but not so much a "break" entirely. (Though I

did see Friend Davey and his lovely SigOth

, which was rad.) There was much to prepare for The Big Show. I'm taking to calling the wedding "The Big Show." I rationalized to Fiancee Megan that calling it such would justify my writing off travel and such as business expenses, and she gave me one of those wry looks that says, "You're so funny I can just restrain myself from kicking you shin-wardly."

Monday's bus ride was thankfully much briefer; largely I was thankful because Friend Heather was making yet another trip into the city that evening to develop our Italian show (working title:

The Really-Awfully-Good-Show Show

[

The "RAGS" Show

]). We met up in Central Park, unable to find rehearsal space in time, and headed directly to Sheep Meadow to make public foolery in the name of Art. Whilst crossing the meadow, someone called my name and we connected with Friends Austin and Sara from

Corporate Carnival

, enjoying their holiday as well any red-blooded American should. We could not dally, however, and rehearsed acro and clown bits 'til the sun went down. While we were doing so, a gentleman by the name of

Oz Sultan

filmed us, interjecting direction, quite without our invitation. Ah, New York! (To his great credit, he did give me his card so I could get a copy.)

Heather's also in town because this week we're performing our clown duet,

Death + A Maiden

, as a part of

Emerging Artists Theatre

's comedy festival,

Laugh Out Loud

. That's Wednesday. Tuesday I'm performing in the same festival, solo, with a stage adaptation of my party piece featuring my silent-film-esque character, Lloyd Schlemiel (last featured at

Friend Melissa

's

benefit for her company

,

Kinesis Project Dance Theatre

). I've had not a moment to work on this piece, and am terrified for tonight.

Then Thursday is my only evening to move, after work. Friday brings more rehearsal.

It's crazy to love this.

Carnie Corporation

The Women's Project

is a great organization that I was proud to be a part of for a short time this spring, helping to develop and performing in

Corporate Carnival

. (I also managed to accidentally lampoon their ideals while performing for them, which just goes to show that I am a consummate method actor. While playing a rather right-wing-inspired character, I complained of "sounding like a girl." THE CHARACTER complained of it, I should say. Yes. The character...) It was something of a unique experience, however. I entered a process with which I was ostensibly very familiar -- collaborating to create original material based on a few clear themes, using improvisation and incorporating circus and other "physical theatre" skills -- only to be surprised by how different my experience was from working with

Zuppa del Giorno

,

Kirkos

or

Cirque Boom

.

The first strangeness was getting the gig at all. I auditioned for

Corporate Carnival

way back in February, I think, when I was still unemployed. (Part of the reason I'm so crazy busy these weeks is my panic to book any and every bit of work I could find during that period.) I assumed that train had sailed, yet I heard back from them months later about my being a part of their "temp" squad. Judging by the email that offered me this slightly dubious-sounding position, that initial audition was intended to see if I suited their needs for the main cast, and they just kept me in mind for the sort of filler/choral needs fulfilled by the temps. Judging by my having performed in nine shows last week, I think we can safely say that I accepted their offer.

The greater strangeness came from becoming involved with the show at a later stage of its development, and being asked to contribute (in a limited way) to its further development. It felt strange to be included at this point because I had to play catch-up on the ideas that were feeding into the show's concept. Yet no one was actually talking about "the concept," because half of the people there were so familiar with the dialogue already that they didn't perceive a need for it. At least, that was my interpretation. I also found myself immediately confronted with this approach to play-building: "Okay. We need a commercial for a pharmaceutical drug that cures the 'Mundays'. Go outside the space, build one, and then come back and present it." This is much the way

As Far As We Know

gathered material, so I had to pause to remind myself that this was not, in fact, the same show. It's a good technique in a group with an established rapport, the members of which can enjoy and contribute freely to the work. It's a little, well, weird when you're a group of strangers who have little-to-no concept of what you're aiming for in terms of mood, idiom, etc. Still, we did all right, I think. It felt a little bit like the kids' table at Thanksgiving, our temp crew. But that was fun in its own way, too.

The ultimate strangeness, however, was how different it was to build what was ostensibly a circus-themed show with people who were predominantly concerned with the theatre. ( I believe -- and I could be grossly mistaken here -- that I and

Richard Saudek

were the only ones in the cast with previous circus performance experience.) I've gotten quite accustomed to running up to my fellow performers and shouting, "Hey! Let's see if I can throw you over this wall!" The accustomed response is, "Okay!" Now I tried on for size, "You mean, like,

representing

throwing me over the wall, in a clever pantomime?" Richard actually suggested a bad-ass assisted flip that he could do, that we demonstrated on the first try, yet it never made it into the show. I did get my little acro-influences in here and there. Some weight-sharing, a shoulder-sit. The rest of the actors also really incorporated new skills onto the bottom of their resumes, too. Just about all of them are way better at juggling now than I am (not hard, but still). It wasn't a lack of skill or eagerness to learn; just a whole different perspective on things.

The experience was good, however. Great, intelligent and talented people. Probably a little bit more intelligent and talented than the particular idiom in which they were performing, but what can you do? Work is work. It does compel me further to get organized and make my own circus/theatre show and/or troupe. God's winding up with a 2x4 on that one. I've gotta get in that . . .

Update, May 28:

Friend Sara has posted an

encyclopedic range of photos

from the

Carnival

! Peruse!

Stories about Story Games and their Story-Gamers

Weekend the last, I did it again. I ventured south and stopped in at

Camp Nerdly 2.0

, a role-playing and story-gaming conference that is held annually in NoVa, and which was co-founded by

Expatriate Younce

. You may recall that I attended teh Nerdly for the first time last year (and if'n you don't, see

5/8/07

), which was a somewhat grandiose personal return to gaming in general. I was a D&D geek back in my early teen years, but lost touch with that community as I got older and committed more time to theatre, and other distractions. My best and oldest friends, however, still game regularly. They're good at it. Camp Nerdly is my opportunity to take a little time off from acting to visit them in their world and, uh . . . act.

The breakdown of my time is very nearly a progression from discomfort to comfort. The games I feel most at-home with are, naturally, those more focused on characterization, improvisation and storytelling. The ones I feel like a nerd who's out of polygonal dice in are those in which the emphasis is on . . . well, polygonal dice. And other devices and systems of applied conflict resolution. (Most of the other Nerdlians thrive on these, because they're wicked smart; if a game involves math, I tend to feel as though I'm trying to figure out my taxes.) The first game I played was called

AGON

, and involved a bit of such conflict resolution. Fortunately,

Friend Davey

was there to see me through the 1d12s (if I was lucky) and the interconnectedness of the players' rolls. Thereafter I played

Valkyrie

, a game in "playtest" (in development) that was mainly a team strategy game involving cards and quantity relationships. After that was a brief sojourn into a board warfare-strategy game called

Memoir '44

(the success of which I very much owe to Davey again), and then another playtest, this one for an RPG based on

Hamlet

called, aptly enough,

Something Is Rotten

.

The Upgrade

was my first "jeepform" experience, which is essentially a role-playing game that takes after improvisational theatre, and the last game of the weekend was

Zendo

, a competitive deductive-reasoning game. So by-and-large, I progressed from incapability to comfort, insecurity to confidence. Rather like a rehearsal process.

I'm not sure I had the same profundity of insight this year as I had last, but I attribute that to there being less novelty this time around, less of a surprise in having had a good experience. I did spend some time meditating on the similarities between theatre and gaming, naturally, and found a few ideas that are helpful to both. One unexpected benefit, however, was to spend so much time playing with two old friends in such a way that we were often mentally working hard together. Think about it: When you see your friends, do you more often aim to relax and let go of strategy, or engage in complicated efforts at problem-solving. Both types of activity hold merit. I don't do nearly as much of the latter as I'd like, particularly with my buddies in NoVa.

AGON

is a game set in mythic Greece, in which the players work as a team to complete some kind of mythical mission (think Odysseus), but also to come out on top, as the hero who accumulated the most glory (think Jason ["and the Argonauts," not "Morningstar" {although, you know what--

think him, too

}]). This game was run by

Remi Treuer

, who did a great job creating an engaging story and rolling with unpredictable players, though the mythos got a little bent in the process. (In this world, Kore [Persephone] and her mother apparently had some kind of resentful relationship causing spring weather when she descended to the underworld, and Orpheus was double-timing Eurydice with her.) I was

way

out of my depth with the system (which is relatively simple, but...you know...) but suffered more from having a pretty weak sense of the character I had designed for myself. I had meant for him to be a spy sort, a cunning lurker, and he ended up serving the game best by singing (of all things) most of the time.

In Jason Morningstar's

Valkyrie

, one plays a German dissident during the latter eccentricities of World War II. One does so for as long as one can, I should say, since there is the distinct likelihood that one will be investigated by the SS and summarily executed during the game. In fact, only Friend Davey survived the experience in the same avatar throughout. Again, I was a slow monkey on this system, but I certainly picked it up better than I did

AGON

, and the teamwork appealed to me far more than the blend of teamwork/glory-hounding. Plus the game makes for Nazis killing Nazis. That's, like, the universal equation. In spite of the thrill of succeeding to assassinate Hitler and create an uprising against the Nazi party, the game did ultimately lack much of an involved character-play or storytelling element, at least the way we played it. Not that I necessarily consider that a fault, mind. It was hella fun, and you could do it with a campier crowd than we determined conspiracists.

Thereafter,

Clinton R. Nixon

(whose name I must admit I envy) invited me to play

Memoir '44

, and I had immediate post-traumatic stress over every lost game of

Risk

I ever played. But when Clinton R. Nixon invites you to play something, only fools dare refuse. Let me tell you something:

Risk

is for little jerks who can't figure out the concepts behind checkers. (That'd be me; fortunately, Friend Davey was there with his able strategisms once again.) The best part about

Memoir '44

is the way it weaves chance into strategy through its use of randomly drawn cards for available actions. I'm buying it. End o' story. (Though I may go for one of the less based-on-actual-human-tragedy varieties. So now: True end o' story.)

Kevin Allen Jr. is featured in ma' 'blogroll. If you've never yet been to

The Mountaintop Lair of Alex Trebek

, go immediately, and once there, shave your head in devotion. It. Is. A. DELIGHT. (If you're an utterly cynical geek [which I is].) I met him at Nerdly the First, and when I saw he was running a game that was a "hack" of

Hamlet

, I knew I had at least one time-slot permanently filled.

Something Is Rotten

was very much in playtest, so half of our time was spent in (fascinating) discussion of how to make it operate better as a game. There was actually some confusion on my part as to whether Kevin was aiming to actually make a game, or rather use gaming to gather ideas for a story he wanted to write. It hardly mattered. The playing was great fun for me, weaving in references to the play some times, and at others completely disregarding conventional concepts of the characters. For example, when I played the Hamlet-type, he was outwardly angry with the Claudius-type, something he could never do in the play. And at one point I jumped in as a yokel waiter in a diner, spreading the rumor that the circus (or, the players) were coming to town. I walked away renewed in my enthusiasm for the idea of blending improvisational theatre -- audience and all -- with gaming, which has been a topic of much musing 'twixt Youncey and me.

The Upgrade

continued the trend of the improvisational, though this with less of a story-telling aspect, and more of an emotional and status-combat interplay. Clinton and Jason (Jason had also been in on playing

Something Is Rotten

, which naturally ruled) ran this game, which is modeled after reality TV, specifically shows that involve couple-swapping. The game is considered a "

jeepform

" one, which is a Finnish style of game that has the most in common out of any game I've ever played with the sort of long-form improvisation that

Second City

is famous for. J and C were assisted in the running by a couple of more experienced "jeepformers" by the names of

Emily Boss

and

Epidiah Ravachol

, who played ancillary characters and offered great perspective on how the game went when all was said and done. I could go on and on about this game, but the most significant experience of it for me was how uninvolved I made myself. This was owing to being AMAZED at what I was witnessing. Over the course of a couple of hours, I watched a large group of non-actors progress at amazing speed through stages of development as improvisational actors. By the end, something amazing had happened. People were no longer chasing punchlines, but feeling involved in their characters' struggles. We had a group scene with six people in it and boisterous action throughout, and as if by magic, everyone managed to pass the focus without interrupting, overlapping or lagging the action of the scene. DO YOU HAVE ANY CONCEPT OF HOW DIFFICULT THIS IS? I'm still reviewing the events in my head. I'm sifting through cause-and-effect, and believe I'm heading toward the conclusion that a relatively non-competitive game environment, if nurtured and given its own time, promotes communication. Profoundly. More on this . . . well, for the rest of my life.

My Nerdly excursion ended with

Zendo

, and that was fine. A little anticlimactic, but challenging and fun. It was interesting: Davey and Mark and I were planning to sort of huddle to ourselves over this (or another) game. But people became interested. By the end, there were some eight-to-ten people playing or watching (mostly playing), who had been drawn in by the camaraderie. My initial impulse was to resist this, to stick with the monkeys the scent of whose poop I recognized. But we're not monkeys, and Nerdly is all about making those new connections through games and teamwork. It seemed to me this year, for whatever reason, that Nerdly was less well-attended than last. That's problematic for me, because it's an event that is fun, cheap, accepting, beneficial and, ultimately, important. You can develop and expose your game there, you can meet new friends, etc. But what's really unique and important about Camp Nerdly is the way it improves seemingly everyone who attends. Everyone grows, opens up a bit, and learns. Never mind that it happens through gaming. Or, rather, take note. Games are good for you. I want to make Camp Nerdly live, and next year, if I don't have a career obligation that irrevocably conflicts, I'm going to run a game there.

More about it down the line. My thoughts about gaming as it applies to theatre require their own entry.

Incorporation

Next week I'll be performing a show twice daily down at the World Financial Center, under the auspices of

The Women's Project

. The show is called

Corporate Carnival

, and is much as it sounds -- a sort of carnival (though more circus) celebration (though more satire) of corporate America (though more capitalist America at large). It will be performing in the

"Winter Garden" section

, May 14 - 16, showtimes at 1:00 and 7:00, and the 15th thrice, the previous times plus a 4:00. We earn our money over there at The Women's Project, fo' sho'.

The show itself is interesting to me for a return to collaborative creation and my status within it. I'm one of a sort of inconsequential chorus called "The Temps." We burst through between main acts with commercial-like interruptions, and supplement the other actors' "scenes." We're also on stage even when we're "backstage," owing to the nature of our staging the show in an open area, and we're all responsible for developing a "greenshow" act. Greenshow acts are sort of a roving warm-up before the main stage begins, especially useful in this format because they get people's attention by adhering to a busking style. So we're doing all that (see above "fo' sho'"), but our additions to the show itself are not necessarily especially skilled. I'm stilting for one commercial, but for the most part the Temps' contributions aren't particularly physically demanding. In spite of the many circumstantial similarities between this project and the work of

Cirque Boom

and

Kirkos

(particularly Cirque Boom's

Circus of Vices and Virtues

, in which I played a stilt-walking businessman), they're very different in that regard.

I've had to create a lot of self-generated output recently. So much, in fact, that today I began to worry for the first time if I wasn't just recycling and regurgitating. This is due in part to hammering out an outline for a potential performance piece (pah pah pah) for Italy, under the auspices of

Zuppa del Giorno

. I took the three archetypal clowns we portrayed in

Silent Lives

, and bits and sequences from all our shows (Zuppa-related or no), added a dash of some of my favorite stage conventions and voilà! A . . . show! Of sorts! I kind of hate it! But the idea is that we'll all get into a room together soon (somehow) and develop it, or something that doesn't resemble it in the slightest. Not sure which one I'm hoping for at this point.

Sludging through this effort reminded me of working on my clown film (see

3/27/08

), in that I was writing out actions more than words, trying to tell a story through humorous, true deeds and bits. It was also reminiscent of the film in that I was frequently stuck, trying to figure out how to go on from a given point, and I've been feeling pretty stuck on the film script as well. It seems that once Our Hero (this is what I've been calling the clown character in the script) gets out of Central Park, I have very little direction for him. And now, after a couple of weeks of contributing to generate original scenes for

Corporate Carnival

, I have to develop a greenshow act for it, and I'm drawing blank. It's a little like I've run out of gas. Cough! Cough! Sputtterrrrr . . .

Yet on Sunday (see

5/5/08

), with eager and communicative collaborators, the ideas were flowing like gasoline in the 1990s. Perhaps what I need to do is engage in dialogue with someone who is inclined to be energetic about this kind of thing. Perhaps, too, I need to just get out of my mind and into my body. That was definitely a key element in Sunday's successful creation. This block may be entirely symptomatic, in fact, of a period of relative creative isolation of late. I started writing the clown film when I was between day jobs, and there were no theatre commitments, and very little energy on my part going into find them. At the time I viewed my individual effort as reclaiming a little of my work for myself (as part of my process of dealing with letting go of

As Far As We Know

[see

1/15/08

]), and so it was. Yet it was also a retreat.

That's the nice thing about work. As long as you're doing it, you're working.