Over on LJ, Jim Henley was talking about improv and its proximity to RPG’s and ended up asking me some questions about the improv soaps I used to do a lifetime ago. It made for an interesting brain dump, so I thought I’d post it over here in case y’all found it interesting (edited for format, readability and atrocious grammar).
Jim: It occurs to me that I need to know everything about your soaps. I know you’ve referred to them before, but they seem like a whole extra level of ambition beyond the creation of a play at a time, which is a level of ambition above “let’s make up a skit from scratch.” Some nosey questions that come to mind: Am I correct in inferring continuing characters across episodes?
Mo: Yup, constant characters. The soap would generally run for about 12-16 episodes. Sometimes they were like daytime soaps, sometimes Sci Fi, sometimes horror. When Vampire and Mage came out, we used their source material as a base… before they made them in to LARPS!
Jim: Were these performed for an audience or just within the troupe?
Mo: A faithful, if exceedingly rowdy and badly behaved audience. They would pay every week to see the next installment. Typically shows were late at night following another play (often other plays that some/all of the cast was in!), and had to be flexible enough to work off of whatever set and audience was in the theatre space at the time – which made for some fun challenges. Usually they were on Friday or Sunday nights, but one of them went nightly over the course of the week. In some of the soaps, the audience would shout out instruction or direction that the actors would feel free to take or ignore.
Jim: You had a set scene list to go through in performance? Would that mean that Scene X had to come out a certain way to justify Scene Y, but the actual beats of Scenes X and Y were still improvised? Did plans for scenes ever gang agley? What then?
Mo: We’d come in 1.5 – 2.5 hours prior to the performance, and do a quick physical warm up, then the director would post the scene list. The scene list would be skeletal, kinda like: “SCENE FIVE: X character encounters Y character in Z location. X tells Y this bit of critical information and leaves. Alone on stage, Y determines to do this thing about it.†Yes, often there would be subsequent scenes in the same episode that would directly depend on the outcome of your scene, but sometimes the scene was just for colour too, or set up something for next episode.
Usually scenes were between 1-3 people, thought sometimes we would have larger groups or the whole cast involved. Sometimes it would start with a couple, and one person would leave and another would come in. Each scene would take anywhere between 3 and 10 minutes, give or take, occasionally longer for very complex scenes.
After the director posted the scenes, everyone would crowd around and find out what they were doing that night, figure out which scenes they were in with whom and about what and have a few scarce minutes to talk about the scene, or block it out, if it were very physical.
I remember one particularly memorable scene where my character killed another character in a beat down drag out fight, complete with squibs and pre-scored costumes and props and stuff. We blocked it on an unfamiliar set in 10 minutes and never had time for a test run of course – crazyiness! For that scene, of course, because one character would be removed from play, it had been decided at the rehearsal three days before, so we had time to gather props and such. We didn’t know how the death would go down, just that it would. (edited: Of course, also when any scene where big props or big special effects were needed would have to known it was coming at least partly in advance. Once: homemade pyrotechnics!)
So we’d talk, brainstorm, block, then go get into costume and makeup, and then have five minutes of a voice warm up, often backstage as the audience was coming in.
Scenes occasionally went very wrong indeed, though much less than you might think. Someone once, because they were a late comer to the scene, missed entirely that he was supposed to be in that scene, and so the two people on stage ended up stranded. The funniest part about that one was that there was no backstage area in the theatre that episode, so all of the actors were sitting on a long bench in a darker nook but in full view of the audience. When it became obvious that something had gone awry, the other actors pointed him to the stage him, he got up, went to the post, read the scene made a “Well, here goes nothing” face and then jumped in… to gales of laughter from the audience, who always loved it when we’d fuck up.
If something went wrong, well, we’d just have to get it back on track, which demanded some quick thinking at times. Usually though, especially when there was a backstage, people would review their scene objectives just before going onstage, so when things went wrong they didn’t affect continuity of the whole show.
Jim: Let’s talk Socket Theory! Or maybe MB&G. Did you “attach” to the soaps differently than you attach to roleplaying games? Would you say your MB profile within the soaps was the same as your RPG profile, your real-life profile, or was it a third profile?
Mo: (What’s MB&G? Myers Briggs?) Hard to compare them, because at the time I did them, I wasn’t gaming. I came back to gaming (had played D&D as a kid) just at the tail end of them. Because the last few we did used games as source material, I ended up meeting a number of local gamers and started to play again. However, I would say my relationship to game grows directly out my time in the theatre in general, and out of the soaps in particular – especially my socket.
To prepare for the soaps, well before you’d hit stage, we’d have a couple of rehearsals that fleshed out the idea of the soap, the themes, the setting, the basic locations, the kinds of characters that would be needed. We’d play handfuls of characters in endless freeze games, and then pull characters we really liked, or were particularly effective (funny, scary, poignant, melodramatic, etc) out and make a cast of them, sometimes creating new characters to fill in the gaps.
Then there would be a whole bunch of rehearsals where we’d have character interviews. You’d literally go up on a hotseat, on stage, under a spot, and the rest of the cast and crew would rapid fire questions at you. In an hour they’d have dragged all this character history out of you and under pressure, you’d often find your character voice developing. There were also some funny, and always repeated questions like: “Are you now or have you ever been a member of the communist party?” or “So why do you want to join the secret service?” You were supposed to stay in character for the whole time and react to the questions as if they were really being asked. Some of the character history would be retained, some discarded.
Then there’d be a series of rehearsals where we worked on movement and voice, getting down the physicality of the character, the voice of the character, the idiosyncrasies and twitches. Then we’d have improv as your character in the world scenes that didn’t have to connect to one another – real sandbox stuff. Usually there’d be 1-2 months of ramp up before the soap, depending on the commitment of the director. By the time you got to the actual performances, you knew your character’s inner workings, and could slip in and out at a moment’s notice. Ideally, by the time it came to opening night you’d have done this so well you couldn’t really be caught off guard because you’d really immersed in the personage of the character. – So yeah my socket to character and my immersive tendencies both grew directly out of this world.
However, these days gaming is a deeply personal thing for me. The catharsis that I dig for is something very different than I used to have back then. The payoff of the soaps was performative, while the payoff of my games today is experiential. There’s more intimacy and nuance than ever would have been possible in front of an audience, even when that audience was very well behaved.
Jim: Hiding behind all the above questions is the ur-question of how the soaps were NOT essentially RPGs of some sort.
Mo: Really, I’d say that the biggest way in which I’d delineate RPGs and the soaps would be the expectation of a quality, finished and coherent product (that was worth purchasing). This idea includes the idea that you’d spend ten times the preparation time investing on the fiction than you’d ever spend inside the fiction itself. It also includes the “draft”ing of the fiction, or the willingness to input things that will never be incorporated, or will be edited and distilled down to a story that makes it something that’s not just worth doing (important!) but worth both having other people find it worth watching (the point) and worth paying to come and see (the way we keep afloat doing what we’re doing).
We look at RPGs in the rosy hindsight of post-interpreted narrative where we selectively remember the elements of play that make most sense to keep based on their retroactive meaning and importance in relation to the story that won out in the end. The soaps had to hit the ground running with a linear, developed narrative (for that episode) in place from the get go, no real room for (critical) error, and no second chances. (As a side note, it’s worth noting that a couple of times our soaps were then further distilled down into plays and re-performed like a traditional, scripted play after the season had ended.)
Also important to this difference is the collectivist approach to the process. There was no need to mitigate authority or have mechanical intervention to gateway events because our collective goal was the performance, and whatever you had to give up to achieve that goal, be it character autonomy, narrative input, spotlight time, whatever, the goal came first. RPGs, in my more general and current experience, have too much individualist practice/inclination to work the same way that the soaps did then.
That said, within the intimacy of my playgroups, be it solo with Brand or the small, cultivated playgroups I play in most and enjoy best, that collectivist impulse is still, mostly, beating it’s hummingbird’s heart.