imprology, improvisation based training

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Improvisation workshop, Birmingham 2010

Improvisation workshop, London 2007

Improvisation workshop, Birmingham 2010

Improvisation workshop, London 2008

Improvisation workshop, Birmingham 2010

Improvisation workshop, London 2008

Improvisation workshop, Birmingham 2010

Improvisation workshop, London 2008

Each class consists of three periods: warm-up, practice and jam. Each period features dedicated games with pauses to relax and reflect. The periods' length is subject to participants' experience, so that a beginner session will mainly contain warming-up games while a session for advanced players will mainly contain jamming games.


Participants take all the space in the room to warm-up, relax and let go of expectations.
Working as an ensemble, in pairs or in groups of varied sizes.


Players start to practice in a designated area in front of fellow participants
As the games grow in sophistication, the facilitator makes sure that everyone is either onboard or happy to stand-by.


Players jam using an offstage - onstage set-up in front of fellow participants or an audience (see bellow).
Participants play games in a succession of rounds. Each round features a new game and a new self-designated cast.
Jams set-up

Jams happen in rounds, each round featuring different players and a different game. Rounds can be played in short-form, with a scene lasting 5 to 10 minutes, or long-form, with the overall story lasting half an hour or more. Players generally use short-forms to warm-up before diving into long-forms.

Before each round, players decide to be on stand-by, sitting around the stage, or in the audience. One player, the gamekeeper, chooses a game, announces its name and rules to the audience and joins the other players on stand-by. The scene starts on an empty stage. When not on stage, players on stand-by remain seated on each side of the playing area for the duration of the round, ready to intervene or help in any way.

At the end of the round, the timekeeper announces the time left before the next interval and a different gamekeeper open a new round, choosing another game and calling for a new set of players to remain on stand-by - and so on, until the timekeeper calls for a break or the end of the show.


Any player can be gamekeeper once and host the jam for a round. Players take it in turns to host without relying on a predefined order. The entire event is improvised, let alone the scenes featured in each round.


Jams can last twenty to ninety minutes or more. Longer jams feature several periods and breaks. A timekeeper informs players of the time left in a period. Any participant can be timekeeper, one at a time.

© Remy Bertrand - Imprology 2006/2015
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