Yes and drama game




















It was great fun!!! Barb Shelby. Choose children to participate and have them recreate the story. They can make up the lines or you can reread or tell it as they act it out. A variation is to divide the students into small groups. Have each group pick a story and provide time for them to read it, choose parts and practice acting it out.

You may not at first see this as a drama game—but it is! Have each player in turn describe a food that they cannot stand to eat. Encourage as much detail as possible so that the other group members are disgusted by the food, too. Before the meeting, gather several empty plastic bottles with caps. Fill each bottle with a different material-such as dried peas, pebbles, marbles, sand, and birdseed.

Put the caps back on and cover the bottles with construction paper so the materials inside are hidden. Ask group members to listen to the sound each bottle makes and guess what is inside it. See the range of meaning you can communicate through voice inflection, facial expression and gestures.

The first two people in each line begin a conversation. That speaker then goes to the end of the line and the conversation continues between the new speakers at exactly the point it was interrupted. The rest of the group stands in a circle. Choose a leader who begins and changes all movements. Everyone else should be aware of the leader but not look directly at him. Change movements when the leader does.

Once everyone has the idea, call back the person who left the room. Ask him to stand in the middle and try to figure out who the leader is. Choose a music conductor. Everyone create a sound and rhythm using hands, feet, voice, etc. Then have everyone describe exactly what happened in writing, giving as many details as possible.

Compare the descriptions. Are they the same? Get the Drama Toolkit app now. Learn More Home Games Improvisation Yes Let's. Yes Let's Summary. A twist on 'follow the leader' where everyone has a chance to lead the actions of the group.

Team of five improviser stood in an arc, and one improviser in front of them Story Conductor. Whoever the Story Conductor points to starts telling the story and when they point to someone else the other person takes over. Trains improvisers to listen, yes and, and play as a team. This seems to get played by everyone but I think was invented by IO, I could be wrong about that though.

One person starts telling a story. I got this from Maria Peters so thank you Maria. I have an example scene that I talk through with examples of the difference between accepting and blocking.

People in pairs have simple conversations where they use the word yes lots and say yes to statements that pop up, and try to give each offers the other person would like to do.

Originally learnt from Heather at The Maydays. Heidi: Yes I love extreme eating. You can also repeat it where anything the other person says they then make it happen there and then, for instance snapping to theme park mentioned above. Also a variation is to physical act out anything that gets mentioned.

Two people improvise a scene with no words, physical only, while they are underscored by a film movie soundtrack. They are directed to physically yes and, being in agreement about the physical envrionment and activity and adding to it. First learnt this from Charna Halpern at IO. One improviser does any physical action, their partner justifies what they are doing, they both agree with the established reality.

Igor: Waves arms around head wildly. Maria: Gosh the flies out here in the wilderness are deadly. Igor: I agree, we need to get to a bug spray shop immediately.

This really gets the players on the same page in a fun and inventive low-pressure way. I find it a good bonding exercise too and often my students have big smiles on their faces conjuring up these false memories.

Two improvisers tell a story a word at a time, with a different improviser saying each word. Very moment by moment and forces improvisers to stay present. I think this was originally invented by Keith Johnstone but now is widely used everywhere. The same as above but with a large group stood in a circle trying to make up wise sayings and proverbs a word at a time. Two people next to each other turn and face and clap at the same time. One turns to the next person, and they also clap at the same time.

This continues around the circle. If people clap twice it changes the direction, and people can also clap across the circle to someone. Gets everyone listening and in the present moment. There is something in it. Everyone in a circle. One by one other improvisers come out and become obvious things to go with that offer, until one overall united picture is formed. Five actors sat in a row. They are all the same character type, for instance they all went to school together or they all were in a space station together.

Director asks them questions which they answer, and they all agree with the first answer rather than distract from it. Coach them to say honest, real, obvious answers rather than attempting to make jokes that destroy the reality of the characters. Someone jumps into the middle of the circle. They are given a category of things to say 8 of. They say 8 things in that category as quickly as they can, with everyone shouting encouragement for each one and a round of applause at the end.

Director — 8 types of holiday Brian — Skiing! Everyone — ONE! Brian — Beach! Everyone — TWO! Brian — Safari! Brian — Naked skinny dippinng holiday! Everyone — FOUR! Brian — Cheese museum holiday! Everyone — FIVE! Brian — Weston super mare!

Four or five players begin acting out a scenario. The speaking player will pretend that the last line never happened and take the scene in a completely different direction. There is no limit to how many times in a row the audience can call out, and theoretically an actor may have to think up several new lines. For most improv games and exercises, actors ask for audience suggestions before the skit starts. Hostage allows audience members to make suggestions and demands throughout the scene. At any time, the masterminds can demand certain behaviors of the hostages.

For instance, masterminds might instruct hostages to speak in a British accent, perform an interpretive dance, or mispronounce every fifth word. Masterminds can shout suggestions out loud. However, the game is funnier if the audience does not hear the instructions.

If playing in person, then masterminds can whisper the command, and if playing during a video call, then masterminds can privately message it to the hostage.

Tableau is a visual improv game. First, the emcee shows the audience a picture. Then, the group has minutes to gather materials and recreate the photo or painting with nearby objects. If playing on Zoom, then players will hunt around the house for supplies, and the most crafty or creative interpretation wins.

Either way, be sure to snap lots of pictures for posterity! Yes And is one of the best improv trust exercises. Participants rely on each other to continue the story. Only by working together can participants finish the scene.

When playing in a large group, actors must silently give cues as to who should pick up the story thread. Players trust not only that another participant will pick up the plot without hijacking it, but also that other players will give them a turn.

Yes And is one of the greatest collaborative improv exercises. Excuses is a game that encourages participants to concoct crazy stories.

In fact, Henrietta is being modest. She actually fought off twelve tigers, plus a man in a very convincing Tigger costume. The point of the game is to think up excuses that are extraordinary and entertaining yet not too outrageous. Two Truths and a Lie is one of the most popular improv games for team building.

Each player takes a turn sharing two facts and one fiction with the group. Other players must decide which statements are real, and which are inventions. This game is a quick way for large groups to learn surprising facts about each other.

For similar activities, check out our full list of question games. Connecting with other attendees during large gatherings can be a challenge, especially in virtual settings. Collaborative improv games and break the ice and banish jitters, warming up the crowd and enabling participants to interact with each other more freely. These games are fun and social, and help to develop confidence and quick-thinking skills.



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