Laughter Builds

I've been doing a bit of work lately that has required me to articulate some work I'm accustomed to doing instinctively. Specifically, building comic structure.

[

Big, protracted, pet-peevy sidenote:

I do not understand the need for the word "comedic." It's very existence irritates me. There's probably some very specific, distinct reasoning behind its use, and I'd love for somebody to explain it to me, but even given a reasoned explanation I'll probably continue to literally cringe every time I hear it. Do we hear "tragedic"? No; we hear "tragic." Comic. Comic comic COMIC!]

So -- building comic structure. At some later date I'll address what's gotten me started so specifically on this subject, but it also looks to be useful work in preparation for our new curriculum for

In Bocca al Lupo

.

Friend Heather

and I have had to modify our lesson plans owing to two factors: 1) having students enrolled who have taken our workshops previously, and 2) having master classes with Italian actors who can certainly offer more insightful training in commedia dell'arte than we can. When we took a look at what we could offer that was new, relevant and supportive of the lessons others would be teaching, techniques for building comic (COMIC!) structures and sequencing came out at the top of the list.

It's funny (See what I did there?): This is the sort of thing that's generally considered to be a talent or instinct, similar to singing, or mathematics. We tend to equate the ability to construct comedy to one's sense of humor -- an intangible mix of givens and environmental influences that somehow result in one person "being funny," and another, not so much. AND we tend to equate "having a sense of humor" with being funny, which is right off. After all, you can be completely incapable of telling a joke or pulling off a fall, yet still enjoy a fine appreciation of others' comedy. In other words, we are adrift in a mire of assumptions and generality when it comes to the larger subject of humor. Sure, there are comic prodigies, just as there are mathematical ones. The fact is, however, that building comic structure is an ability, a skill, and it can be learned and honed.

But how do you teach that?

I've put together a lot of theories, and some are more tested than others. Certainly the bulk of the work we've done in Zuppa del Giorno has given me experience to draw from, both in the form of what's helpful to building a comic story, and what's more of a "what not to do" lesson. We have developed many exercises and guiding principles in our work that apply to this more-general challenge, and we are lacking in some areas due to the specificity of our work. We're never focused solely on "making something funny"; rather the emphasis is on "making a contemporary commedia dell'arte story," or "making a new story in the style of silent film." This is an interesting point to notice in and of itself -- that once the techniques are ingrained, you need a specific focus in order to use them effectively. Breaking down the techniques themselves, however, takes some new, encompassing thoughts and actions. The danger here is in over-generalizing.

To my mind, the ultimate goal is to offer to the students as many useful ways as possible to get them in a mode in which they are excited to build the story. When that enthusiasm sets in("enthusiasm" is a better word for it), creating a comedy becomes more about communication and the collaboration than it is about fear or getting it "right." This can be said of any collaborative effort, but I find it particularly essential to comic storytelling. For all my perceived poo-pooing of the role of instinct in developing comedy, there is a very distinctive feeling that overcomes us when we really hook into a fruitful collaboration, and the better taste of that we can offer the students the better they'll understand what to aim for and how to guide themselves in future efforts. Teaching that is the way to teach them to fish for themselves, rather than simply slapping a fish down on the table.

Of course, there's more to it than that, especially if you're aiming for (as we are) teaching how to build

good

comedy. There's the rhythm, and the notion of threes, and contrast, and reversal of expectation, and separation of beats, and the logical absurdity (thank you, Gary C. Hopper) . . . and a bunch more, I'm sure. There is, in other words, no shortage of theory and technique to be instructed and applied, which is very good for us. But the thing to focus on in on, it seems to me, is the

build

. Find the

build

, and the comedy follows.

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.

Revisionist History

On Friday I took the dive and bought

this

, so that for my to-and-fro NoVa bus rides on Saturday morning and Monday evening I could work at revising

Hereafter

. And I did! I did done revised some! WHO-RAY! It was a great disappointment to discover that typing on a bus is incredibly awkward. The space between rows made it

just

a bit too tight to comfortably cock my elbows, even given the rather horizontally inclined nature of my new purchase. I muscled through, though, to the detriment of my seat partner and I'm sure my sperm count. Some sacrifices must be made for great art, after all.

Plus, revision was not a terrible experience. This is in spite of a number of other factors going against me at the time (primary amongst these being the curiously intense and persistent allergies I'm experiencing) and also in the face of my trenchant antipathy for the revision process. Having a new toy always helps in some way, and this was no exception. It seems the much-reviled Vista has a viewing option for scrolling through open windows as if they were a deck of cards -- an enormously useful feature when one's scenes are all saved in separate documents. I made quick work of a revised outline of scenes, and so had a bit of a structure for finding a starting point and specifying which scenes needed the most attention.

The biggest changes were the complete disposal of one scene, and the removal of a character from another. Also, my gastroenterologist is going through some major changes, becoming far more prickly and reserved (and hopefully super-dryly funny). The overhaul has begun, and it seems as though as long as I don't get stuck on the idea of how much of an overhaul it's bound to be, and just keep fixing and tweaking one thing at a time, we're going to get there. Eventually.

That having been said, I am thus far utterly un-thrilled with any of my actual writing. It seems as though all I'm doing is solving logistical problems, without invoking too much truth, beauty and/or humor. I probably need to talk to more playwrights to learn some coping methods with this perceived issue. I tend to assume it's a personal problem, my revision writing coming out stale, but that's pretty ridiculous when I say (type) it aloud. Surely some other authors have had to grapple with this. Friends

Avi

and

Christina

may have some helpful advice on the matter. Perhaps you, Dear Reader, do as well . . . ?

What is amazing to me is that I've found that sweet spot of distance from the original writing that allows me to make big changes without losing my belief in the story. It still feels like a worthy effort, yet I can see where it needs (not inconsiderable) help. And both without quite knowing where it's going to end up. With age come some benefits.

Now if I just had a little more cash flow to regularly upgrade to train rides . . .

Organ I zatioN

Lately I've been paying some attention to things like the collaboration, productivity, administration and general logistical aspects of work. By "work," in this context, I mean any effort geared toward a specific goal. But I also mean my day job. So, rehearsing a play, yes, revising a short story, yes, and figuring out how to order toner cartridges with great efficiency: yes. This is part of my newish strategy of looking at my life as more interrelated than disparate, but that perspective is also coming pretty naturally to me just now. Recently I've had to take on extra responsibilities at el jobbo del day, due to the laying off of others who were far more experienced at said extra responsibilities, and this has been a drain on my time and energy for other ventures. However, it has also yielded some surprising rewards ("not more money--that's just what he'd

expect

us to do...") and the main of these has been a discovery that I'm really rather interested in questions of leadership, organization and procedure.

Last summer I obsessed for a while over a Flash game called

Fantastic Contraption

. The gist of the game is to use common elements to engineer a machine to achieve some transportation goal. I was not especially clever at it, but got a great sense of accomplishment from overcoming successive failures until the goal was reached. In a sense, it was reminiscent of a good, difficult rehearsal, in which I try everything and become more and more dedicated to solving a problem the more failures I experience. In a rehearsal process, there's a philosophy of which I'm a fan that says that there are no bad acting choices; not really. Only good, or better. (Or, as I believe to be grammatically better: gooderer.) The idea being continual improvement in effectiveness, not to mention nurturing an environment in which people can be free to experiment creatively, without fear. It creates constantly improving solutions, and really big mistakes -- the kind from which you learn more, and quicker.

Of course, when it comes to most office work, big mistakes are terrifying things. They involve large sums of money, or people's legal statuses, etc. Yet it seems to me that there is too significant a dichotomy between those who keep their heads down and follow procedure, and those who innovate within an office environment. Is all that negative reinforcement directed toward getting people in line with procedure helping, or in fact hampering the work process? I'm not trying to make a sweeping statement here (horribly inefficient: sweeping) about the rules of the theatre lending insight into the process of the office. The current flows both ways. Much of the administrative structure in an office makes better sense and allows better allocation of resources than your typical theatre process does, and it's ridiculous to argue that structure can't apply to artistic endeavors. Structure is, of itself, an artistic endeavor.

There's been a lot of discussion recently on new forms of organization in corporate America and -- almost as though

someone's

been reading this here 'blog -- the comparative value/cost of multitasking and single-focus effort, amongst other process notions. I don't claim to have a significant contribution to make to these debates (though multitasking is

broken

and

wrong

) but every so often I'm excited by the idea of getting things done in a new way. It's oddly satisfying to me, at my day job, when I feel I've made even the smallest change that helps the whole contraption move better. Such ideas for change usually come about because I'm sitting still, thinking about the situation, and unafraid. It's a state that reminds me of the moment-to-moment pauses in my writing process. Does a conventional work environment allow for much of this? I'd say not. I'd also say, it ought to.

The funny thing is, I'm good about gradually organizing things at el jobbo del day, but in my life -- not so much. The first explanation that springs to mind is laziness, the second, lack of motivation (read: money). Yet I question these responses, precisely because they spring to mind. They're motivated by an energy similar to what administrators typically imagine will motivate their employees, stress, and I wonder what the response might be after a little time taken to sit quietly and mull over the situation. In fact, perhaps it's difficult to do this in the rest of my life because I relent to the stress more outside of the office, rather than carving out those moments to ruminate on it all.

Managing others is a skill; managing yourself is a hard-won talent.

"Inebriate of air am I..."

That's a rather embarrassingly romantic line I copied in my journal right around college, freshman year (1995 or 6), I think. I say I'm embarrassed by it, but it has stuck with me and popped up every now and again, seemingly unbidden, in my memory. I had to look it up again to discover it was Dickinson and -- as though prescient in my "tweet" of yesterday -- remind myself that I didn't come up with it. Yes. I subconsciously tried to purloin Emily Dickinson. In my defense, I'm certain I'm far from the first, and I'm definitively certain I'll not be the last. Miss Dickinson's poem, in its entirety:

I taste a liquor never brewed,

From tankards scooped in pearl;

Not all the vats upon the Rhine

Yield such an alcohol!

Inebriate of air am I,

And debauchee of dew,

Reeling, through endless summer days,

From inns of molten blue.

When landlords turn the drunken bee

Out of the foxglove's door,

When butterflies renounce their drams,

I shall but drink the more!

Till seraphs swing their snowy hats,

And saints to windows run,

To see the little tippler

Leaning against the sun!

Odd to imagine a famous shut-in using inn and pub imagery, drunken bees or no.

The line recurred to me this time because I was thinking about my recent acceptance into the cult of

Twitter

, and my choice of moniker there: AcroRaven. I hesitated to use it. At first I was trying all different permutations of "Jeff Wills," as it is my brand name as an actor. Alas, I arrived on Twitter too late for such luxuries (I still owe

Expatriate Younce

a big 10-Q for getting me on to Gmail early enough to claim my address there) and I've just never adjusted to the idea of numeral incorporation into naming. Hence, AcroRaven. Right? Of course right.

Of course wrong. Both my embarrassment and my desire to use that name have quite a bit more to them than pragmatic consideration, or mere awkwardness over labeling myself using a species of bird for a site that claims all non-mute birds as its mascot. (Someone needs to get on some flightless bird sites. Cluck-er? Crow-er?) The fact is, I love ravens. And I've never seen one in person. The fact is, I call myself an acrobat. And I still can't stick a one-minute handstand. And the fact is, "AcroRaven" sounds like a really bad superhero, if you can even figure out how to pronounce it, and

that's part of what I love about it.

There. I said it. I made up that name because I love big black birds and acrobatics and seeing myself as a superhero.

The line from Dickinson spoke to me and I isolated it from its original context because it reminded me of how I imagine being a bird would feel. Maybe birds hate flying -- how would I ever know? I find their flight beautiful, however, and it reminds me of breathing deep and loving it. Exhilaration. There's a lot that feeds into my appreciation of birds, and ravens in particular, but suffice it to say that it's an animal that has come to symbolize for me my aspirations, turning my vision of who I could be into who I am. I may never be a bird, or renowned acrobat, or a superhero (in fact, the more I examine the reality of vigilantism, the less appealing it becomes, super-powered or no) yet a few years ago I never imagined I would know how to lift people to my shoulder, or have friends in Italy. These things came about because I can identify with the possibilities my dreams present.

Part of what finally launched me into the Twitter-sphere was a possible collaboration with a good, old friend of mine (one who dates back to my days of first admiring those crows that are the closest things to ravens Burke, Virginia has to offer). We're talking about creating a performance rooted in the ideas -- and maybe even the devices -- that allow us to have a creative collaboration in close-to-real time between East Coast and West, so naturally Twitter came up. As with any collaborative effort, not to mention plenty of the solo ones, it's difficult to say if anything will result from it. All the same, I'm looking forward to throwing those ideas out there, across the atmosphere, to see what sinks and what flies. Inebriates of air, aren't we all?