I remember when I first started improvising at the Canterbury Uni’. We were all pretty much making it up as we went along (oh yes, I see), with me trying to direct while simultaneously teaching myself to improvise out of Impro for Storytellers.
I’ll never forget playing Time Jump for the first time. A scene that started with a blind date and then flew headlong through an unwanted pregnancy, a shotgun wedding, back to an embarrassing school dance moment, then forward to a funeral and beyond. It was the best scene we’d ever done. Time Jump instantly because my favourite game. Every time we played it: gold. It was the only game I wanted to play.
Then suddenly, the magic evaporated. The scenes just stopped working, and the more we tried to make them work the worse they got. It was like, as KJ puts is, slamming a revolving door.
Eventually we just stopped playing it. Which is a shame, because I think it’s a lovely game.
It’s obvious to me now what was happening. We’d worked out ‘how to play it’, and we spent too much time going for the gold and not enough time on things like character and story. It started innocently enough with the observation that, after a jump forward, you should either radically change the stage picture (suddenly one character is naked and the other is on fire) or keep it exactly the same (six months later and they’re still waiting for the bus ho-ho). Then we realized that it was always funny if you jumped back to see the same characters back in High School. Pretty soon we knew completely how to play Time Jump, and we were completely unable to do it.
With game based improv there’s always a risk of getting too good at the game, at which point the game starts playing you*.
So the challenge is, how do you stop thinking about how to make the game work and just play? (and thus making the game work). Just keep playing new games?
*this may not make sense, but it sounds good.