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![]() Books by Daniel J. Wiener // Chapters & Journal Articles // Newsletters // Presentations Improv Games: Story-making: Constructing Alternative Realities, Part 3 of 3 RfG Newsletter, Volume 4, Number 2, Winter/Spring 1995 (This section, adopted from Rehearsals for Growth: Theater Improvisation
for Psychotherapists by Dan Wiener, is the last of a three-part series
on the contribution of RfG to a narrative approach to therapy). Creating CharacterA central feature of the way we locate meaning in stories is in the creation and taking of character at different levels: the characters within the story, the character of the storymaker, the character of the audience. In improv more obviously than in life, the players are constantly engaged in the creation, development, and depiction of their own and other players' character, constantly influencing one another's expectations and identities. Both the story's narrative content and the performance of storytelling involve the formation and shaping of character within and across the abovementioned levels. This process is of importance not only to clinicians engaged in helping clients restory their lives but in understanding how the therapist and client mutually shape their relationship, giving character to one another throughout the therapeutic endeavor. The following games teach players how to endow others with character: Giving CharacterPlayer A is given or selects an endowment for player B that is unlike
B. Examples include: emotion (bitterness, sexual arousal, condescension);
occupation (dentist, truck-driver, farmer) physical trait (bad breath,
lame, very tall) present or recent transaction (is cheating, just now
insulted, has been flattered by A's character). Then, A makes an offer
to B, treating him as a person with the chosen endowment. A accomplishes
this by herself becoming the person affected by B's endowment. For example,
A's eyes widen and her body tenses; she backs away from B, open palms
out in front of herself, saying nervously, "Now Joe, just be reasonable.
I'm sure we can work it out." [Note that description should not be
used; this would be "indicating." For example: A stands alongside
B, saying, "You sure are aggressive. You shouldn't have hit me."] One Knows, The Other Doesn'tOne player is sent out of the room while the second is given exact details
of character and situation for both. For instance, Judy, (who is out of
earshot) is the aging mother being sent to a nursing home against her
will; she has fallen several times and cannot be left alone. The second
player is the daughter whose husband won't have the mother live with them;
they are upper middle class, the mother is 80 years old, the daughter,
50. In the easier version, the second player is given a character that
matches his/her actual age and gender; in the more difficult one, no restriction
applies to the second player's character. Endowment ListsIn this more advanced game, two or more players are each privately given
a list of endowments that they use to give character to each of the other
players. The lists of endowments can, but need not be, identical. For
example, suppose a four-player game in which all players receive the following
list: "Smart/Sexy/Funny." Each player now selects which of the
other three players gets which one of the above three endowments and plays
the scene by giving character to each accordingly. It is important that
players behave within a socially normal range in order to keep the scene
and the characterizations realistic. At the end of the scene the players
are asked to point in turn to the one they made smart, sexy, and funny. |