Forum de la LIEJ
Vous souhaitez réagir à ce message ? Créez un compte en quelques clics ou connectez-vous pour continuer.


 
AccueilAccueil  RechercherRechercher  Dernières imagesDernières images  S'enregistrerS'enregistrer  Connexion  
Le Deal du moment :
Funko POP! Jumbo One Piece Kaido Dragon Form : ...
Voir le deal

 

 Document comme ça.

Aller en bas 
AuteurMessage
Fred Trottier
Habitant inculte
Fred Trottier


Nombre de messages : 24
Localisation : Je surf à la vitesse de la lumière sur les vagues de la mer de L'interweb
Date d'inscription : 09/11/2005

Document comme ça. Empty
MessageSujet: Document comme ça.   Document comme ça. EmptyVen 10 Mar à 19:09

Sur la ligue où je jouais junior, un document intéressant a été posté. Je ne veux pas le donner comme un ordre ou quoi que ce soit, mais j'ai trouvé la lecture intéressante et quelques points pourraient s'avérer utiles. Malheureusement en Anglais.

Citation :
Notes for Announcers

Get the audience involved as often as possible. Getting them involved before a game is good. Getting them involved during a game can be even better.

Use varied Ask Fors. It sucks to hear an announcer ask "Can I have a non-geographical location" for the third time in a show. (In fact, it sucks to hear an announcer use that particular ask for even once.) There is a list of ask fors at the end of this manual – use them for inspiration.
The first few ask fors in a show can set the tone for the rest of the show. If you accept dirty or off color responses to your ask for, that’s all you’ll get for the rest of the night.

Some of our best scenes didn’t ask the audience for anything – the announcer provided the players with their situation. Do this smoothly enough and the audience will never question it. This is a good approach if the audience clams up when asked for input. Have a few of your own situations and quirks handy in case you need them.
Most shows start with the announcer explaining improv to the audience. This is, unfortunately, unavoidable, but we should keep the explanation to a minimum. Show them instead. Warm-ups, such as having them shout out their first name, then their last name, then their favorite color, etc, can help loosen them up.

The rules of each game should be explained quickly and clearly, so the audience knows what’s going on. Explanations should last 10-15 seconds. 30 seconds is the absolute maximum. Avoid providing examples. If you need to provide examples, your explanation wasn’t clear enough. Don't feel you have to explain the entire game. For instance, you can introduce Half Life by simply saying "We're going to have the actors do a scene in 60 seconds." Don't tell them any more until the scene breaks. "Now we're going to have them do the same scene in 30 seconds..."
Never make a negative comment on the last game. Remarking that a scene was poor or contained a mistake makes it easier for the audience to remember something we’d rather have them forget. And they may have liked the scene – until you tell them they shouldn’t have. Never make any negative comment about the audience. This includes remarks about the size of the audience, how slow they are to get a joke, etc. It’s never funny, and you may piss them off. You should also avoid making fun of previous audiences.

There will be moments on stage when you are thoroughly confused and have no idea what you should be doing at the moment, or what’s coming up next. Hide your confusion. If you’re not sure about a lighting queue, or who is on next, handle it as smoothly as possible. For instance, instead of commenting on the position of the spotlight, just step into it. If you’re not sure who is in the next bit, (and it’s very easy to blank on names the moment you’re about to announce them) just ask for “our players for the next game…”

“Close” is good enough in guessing games. If the audience endows a player with the quirk of being a German Shepard with bad breath, and the guessing player guesses “A dog with bad breath,” ring the bell and call it a match. The audience is amazed and/or amused that the player guessed correctly. Demanding that the match be perfect steals their amazement/amusement, makes to player look foolish, and makes the game go on too long.

The show is not about the announcer. The shorter and simpler you can make your introductions, the better. Personally, I’ve always thought the announcer should be like the white space between panels in a cartoon – you hardly even notice them. (In some games, of course, the announcer is an important part of the game.) Other announcers take a different approach, and make their announcing a big part of the entertainment. Experiment, and see which approach works best for you.
Announcing is an entirely different skill than performing, and should be practiced. It can be practiced solo. Ask to announce games in rehearsal – this can help you work the kinks out of your presentation.



Administrative Issues

Marketing: Build a better mousetrap and you’ll die of loneliness. Market your mousetrap better than your competition does, and then the world will beat that path to your door. One thing that will help make us the most successful improv group in the area is our marketing.

Marketing is not just advertising, although advertising is a large part of it. Marketing includes everything you do to get your message out there, and keep it out there, including how we deal with our customers. It includes advertising, pricing, promotion, freebees, public relations, locations of venues, and even how we interact with the audience after a show.
The primary goal of our marketing is to put Asses in Seats. Every decision we make should be accompanied with the question “will it put asses in seats, either sooner or later?”

It used to take seven or eight exposures before a potential customer noticed your advertisement. Now it takes twenty or thirty. This means we should never miss an opportunity to get our name in front of people. Marketing is an ongoing, never ending process. A poster in Troy or Glens Falls for a Saratoga gig isn't wasted. Even if it doesn't get anyone directly into the theater for that specific show, it gets our name out where people can see it.

Everyone is responsible for putting Asses in Seats. Everyone should put up posters and hawk the show to anyone and everyone. Keep an eye out for places that display posters. Posters are cheap, and should be put everywhere.

Carry tape and a stapler with you when you go out to put up posters. Don’t use thumbtacks or pushpins to put up posters on cork boards, or the next person who comes along may steal them to put up their poster. Whenever possible, use staples. It’s best if you put up a poster yourself – give it to someone and they may get around to putting it up, or they may not. Cary an extra poster or two in your car, so if you see a place displaying posters you can add ours to it.
(Note: Now that our group is established, we’ve don’t rely on posters as much as we used to. Posters are good for name recognition, but bring in very few people. In other words, they don’t put asses in seats very well.)
Pricing is one of the most difficult aspects of marketing. Pricing something too low leaves the potential customer with the impression you’re selling something cheesy. Pricing it too high puts it out of their reach. For this reason we’re pricing our tickets on the high side, but making it very easy to get discounts on tickets, leaving the customer satisfied that they’ve found a bargain.

Quotes:

--- Mel Brooks
"Tragedy is when I cut my finger. Comedy is when you fall down an open manhole cover and die."
--- Mel Brooks
"Being on the tightrope is living; everything else is waiting."
--- Karl Wallenda
Someone asked Del Close "What is it about asking questions in improvisation, Del? Isn't that supposed to be the worst thing you can do?"
"You're asking me?" Del answered. "It's the second worst thing. In improvisation, when you ask a question, you are taking information away from your fellow player, instead of adding information. It's off-putting. Cuts the ground out from under you."

"You do not have the right to use this art form to feel inferior." - Martin de Maat
"Never follow a rule off a cliff." - C.J. Cherryh
"An ounce of behavior is worth a pound of words" --Sanford Meisner
"The meek shall inherit nothing." - Frank Zappa
"Fall, then figure out what to do on the way down." -- Del Close
"90% of success is showing up." - Woody Allen.
Most jokes aren’t funny.
Don't start big. Start small and build on it until it gets big.
Agree Agree Agree
LISTEN to Everyone. (Yourself too.)
Justify Everything.
Agree with Everything.
Move around.
Avoid Questions.
Did we mention: Agree?



Et comme si c'était pas assesz long (le document fait 142 pages, j'épure énormément), voici une liste d'émotions. Aucune idée pour vous, mais moi et les émotions, ça marche souvent mal. ça pourrait être pratique. http://www.dictionary.com pour de l'aide

Citation :
Emotions
And States of Mind


Abandoned
Abhorrent
Abrasive
Absurd
Abused
Abusive
Accommodating
Acknowledged
Acquiescent
Acrimonious
Admonished
Adoring
Adventurous
Affectionate
Afflicted
Affronted
Afraid
Aggravated
Aggressive
Agitated
Agonized
Agreeable
Airy
Alert
Alienated
Alive
Alluring
Alone
Altruistic
Amazed
Ambiguous
Ambitious
Amenable
Amorous
Amused
Angry
Animated
Annoyed
Anticipation
Anxiety
Anxious
Anxiousness
Apathy
Appealing
Appeasing
Appetizing
Appreciative
Apprehensive
Ardent
Arduous
Argumentative
Armored
Aroused
Arrogant
Ashamed
Astounded
Attentive
Awed
Awkward
Beaten down
Betrayed
bewildered
Bewildered
Bitchy
Bitter
Blah
Blessed
Blissful
Blue
Blunt
Boastful
Bored
Bothered
Brave
Breezy
Bright
Broken
Bruised
Bubbly
Burdensome
Bursting
Callous
Calm
Captivating
Careless
Caring
Cautious
Celebrating
Chagrined
Charming
Chastened
Cheerful
Cherishing
Clandestine
Clear
Cocky
Cold
Cold-blooded
Collected
Comatose
Comfortable
Compassionate
Competitive
Complacent
Composed
Concerned
Confident
Confused
Congenial
Contempt
Content
Cool
Coping
Cordial
Cornered
Courageous
Cowardly
Crafty
Crazy
Creative
Crucified
Cruel
Crummy
Crushed
Curious
Cursed
Cushy
Cut down
Cynical
Dainty
Dark
Defensive
Dejected
Delicate
Delighted
Delirious
Demure
Denial
Depressed
Desirable
Desiring
Desolate
Despair
Despondent
Determined
Devastated
Devoted
Disappointed
Discontented
Discouraged
Disgusted
Disheartened
Dismal
Displeased
Distracted
Distressed
Disturbed
Doldrums
Doomed
Down
Dreadful
Dreary
Droopy
Dull
Eager
Earnest
Ecstatic
Electric
Embarrassed
Emphatic
Empty
Enchanted
Endearing
Enduring
Engaging
Enigmatic
Enraged
Enthusiastic
Enticing
Envious
Euphoric
Exasperated
Excited
Exhausted
Expectant
Exuberant
Fanatical
Fascinated
Fascinating
Fearful
Fervent
Fiery
flabbergasted
Flared up
Flattering
Flushed
Flustered
Fluttery
Foaming at the mouth
Foolish
Forbearance
Fortitude
Frantic
frazzled
Fretful
Frightened,
Frigid
Frisky
frustrated
Frustrated
Fulfilled
Full
Fuming
Fun
Funny
Furious
Galvanized
Gay
Genial
Giddy
Giggly
Glad
Gleeful
Gloomy
Goofy
Grateful
Gratified
Grave
Greedy
Grief
Grieving
Grim
Grouchy
Grounded
Grudging
Guilty
Gushing,
Gusto
Haggard
Half-hearted
Happy
Hardened
Harsh
Hateful
Having Fun
Heartbroken
Hearty
Heavy
Hectic
Heretical
Hilarious
Homesick
Hopeful
Hopeless
Horrified
Hostile
Humiliated
Hurt
Hyper
hysterical
Hysterical
Impetuous
Imposing
Impressed
Impressionable
Impulsive
In a trance
Inattentive
Indignation
Indulged
Indulgent
Inept
Infatuation
Infelicitous
Inflexible
Infuriated
Inner peace
Innocent
Insatiable
Insecure
Insensitive
Insouciant
Inspired
interested
Interested
Intimidated
Intrigued
Invidious
Inviting
Irate
Irrepressible
Irritable
Irritated
Jaded
Jaunty
Jealous
Jittery
Jolly
Joyful
Jubilant
Kind
Languid
Laugh
Laughingly
Lazy
Left out
Lethargic
liberated
Light hearted
Lively
Loathsome
Lonely
Longing
Long-suffering
Lost
Love
Lovesick
Loving
Loyal
Lukewarm
Lust
Luxurious
Mad
Manic
Martyr
Meddlesome
Melancholy
mellow
Melodramatic
Mercy
Merry
Mindful
Mindless
Mischievous
Miserable
Morbid
Mortified
Mourning
Moved
Needed
Needy
Nervous
Nonchalant
Numb
Obscene
Obsessed
Offended
Optimistic
Optimistic
Outraged
Over the edge
Overwhelmed
Over-wrought
Pacified
Pain
panicky
Paralyzed
Paranoid
Passionate
Passive
Pathetic
Patient
Peaceful
Perky
Perplexed
Perturbed
pessimistic
petrified
Pining
Piquant
Pitiful
Pity
Placid
Plagued
playful
Pleasant
pleased
Pleasing
Pleasured
Possessive
Pressured
Protective
Proud
Provocative
Provoked
Puzzled
Quarrelsome
Quenched
Quiet
Quivering
Quivery
Radiant
Rash
Raving
Ravished
Ravishing
Receptive
Reckless
Reconciled
Refreshed
Rejected
Rejoicing
relieved
Relishing
Remorseful
Repressed
Repugnant
Resentful
Resigned
Resolved
Restrained
Revived
Romantic
Rueful
Sad
Safe
Sanctimonious
Satiated
Satisfied
Scared
Schadenfreude
Scornful
Secretive
Secure
Sedate
Seduced
Seductive
Seething
Self-Absorbed
Selfish
Sensual
Sentimental
Serious
Sexy
Shaken
Shameful
Sheepish
Shocked
Shy
Silly
Sincere
Smug
Snug
Sober
Soft
Solemn
Somber
Somber
Sore
sorrow
Sorrow
Sorrowful
Sorry
Sour
Sparkling
Spastic
Spicy
Spirited
Spirited
Spry
Stoic
Stranded
Stressed
Stricken
Strong
Stung
Stunned
Subdued
Subjugated
Suffering
Sunny
Superior
Supportive
Surprised
Surrendering
Susceptible
Suspicious
Sweet
Sympathetic
Tame
Tantalizing
Tantrum
Temperamental
Tender
Terrified
Thick-skinned
Thin-skinned
Threatened
Thrilled
Tickled
Tight
Tight-lipped
Timid
Tingly
Tired
Tolerant
Tormented
Tortured
Touched
Tranquil
Transported
Trepidation
Troubled
Trust
Twitchy
Uncertain
Uncomfortable
Unconcerned
Uncontrollable
Under pressure
Undone
Uneasy
Unfeeling
Unhappy
Unimpressed
Unruffled
Upset
Used
Vengeful
Vexed
Vicious
Victimized
Vivacious
Vulnerable
Warm
Warmhearted
Weary
Whining
Winsome
Wistful
Woeful
Worked up
Worn-out
Worried
Worthless
Wounded
Wretched
Yearning
Yielding
Zealous

Eh voilà! Que personne ne prenne ce post personellement!
Revenir en haut Aller en bas
http://thebigclock.cjb.net
 
Document comme ça.
Revenir en haut 
Page 1 sur 1

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
Forum de la LIEJ :: Impro :: La ligue-
Sauter vers:  
Ne ratez plus aucun deal !
Abonnez-vous pour recevoir par notification une sélection des meilleurs deals chaque jour.
IgnorerAutoriser