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Justification Games

A crucial skill for any improver to know. A scene usually takes place and then something weird comes up. The improver must then justify why that weird thing is in that (usually) inappropriate place.


And Then What Happened?: Credits, Friday Night Improvs
Introduction - Two people are given a relationship and a task to complete. They will do their scene for awhile until a key moment in the scene, at which point the host calls freeze. He will then ask the players what they think will happen next. Each will give their opinion and the host will do likewise. The audience will then vote by applause what they think will happen next. The scene will then continue incorporating the key action previously dictated.
Description - A simple scene game where the players get to designate outloud what happens next. The host will usually have a more outrageous suggestion since they are not in the scene. Usually that is the one that is picked.
Variations - The audience can suggest what happens next, or a designated player.
Other Catagories - Scene

Boris: Credits, Friday Night Improvs
Introduction - The host is a cop/detective interrogating three suspects (chosen from the audience). The three must then leave the room, meanwhile the host procures a list of random nouns. The players are then brought back into the room and the three are each individually slowly confessing to a crime, but the host incorporates these random nouns into his questioning. The interogatee must then justify why and how that particular noun fits into the situation. However the host has an imaginary friend named Boris who stands 8' tall and 400 lbs. If one of the players hesitates or gives a stupid answer Boris will rough them up until they remember the "correct" answer.
Description - Simple justification game, also good for the cheap physical humor aspect. The interrogatees should mime being roughed up by Boris.
Variations - The host can just make up the words as he goes along. Also Boris can have a twin named Igor.
Other Catagories - None

Every Other Line: Credits, Whose Line
Introduction - Two people are given a general situation to be in, however one of them is given a script and must read every other line, or one person's part in it. The other player must justify why each of the other lines were spoken and continue the scene.
Description - This is a simple justification game, the one reading from the book should give the justifier enough time to justify before reading again.
Variations - None
Other Catagories - Scene

Home Shopping Network: Credits, Whose Line
Introduction - Two people are chosen to play salesman on the home shopping network. Three "hard to sell" objects will be procured from the audience and the two must justify why anyone would want to buy these objects. Description - Working off the home shopping cliches is how this game usually goes. Fairly straight forward, props can be used or the players can just describe the objects.
Variations - None
Other Catagories - None

Props: Credits, Hangnail Improv, Whose Line
Introduction - The host will bring out a few props and will pass one of them into the audience. Each person if they have an idea on how to use these props in creative ways they shall. If not they can simply pass to the next person.
Description - The only thing to remember about this one is that the prop shouldn't be used for their designed purpose.
Variations - This is the way our troupe plays the game. Other troupes can nominate a few people to use the props.
Other Catagories - Individual

Radio Call-in Show: Credits, Friday Night Improvs
Introduction - Two people are chosen to play host of a radio call-in show and a guest. The guest is someone famous (usually an author, but other things can be used) and he/she is answering questions based on that thing he/she is famous for. There are also three or four callers who ask have questions for the famous person and he/she must answer said questions.
Description - This again is working off the radio show cliches, the callers don't necessarily have to ask a question about the famous person, but famous person must make some response about what was said.
Variations - None
Other Catagories - None

Revolving Door: Credits, Improv Encyclopedia
Introduction - Five people are chosen to be in a scene, and a general situation is selected by the audience. Each person is given an everyday word that is their word. When they hear their word, they must enter the scene if they are out, or leave the scene if they are in. When they enter or leave, they must justify why they are doing so. This continues until the scene is completed.
Description - A fast paced justification game, this can quickly turn into a pimp game when many people have left and there are few reasonable excuses left for leaving and returning.
Variations - None
Other Catagories - Scene

Scene Directions: Credits, Friday Night Improv
Introduction - Two people are given a relationship and a task to complete. But before they begin they are sent out of the room. The host gets a list of scene directions (stand on your head, speak in a french accent, etc). All of these are written on small pieces of paper and strew about on the stage. The two return and begin their scene, and during it they must from time to time reach down, pick up one of the papers, and do what is says while justifying why he or she is doing this.
Description - A game filled with physical comedy and outrageousness. Make sure you get people who enjoy doing said things.
Variations - None
Other Catagories - Scene Physical

Slide Show: Credits, Improv Encyclopedia
Introduction - Two people are discussing a slide show that one is showing to the other. Three others are the slides. They must freeze in unusual positions while the two doing the show must justify these positions and explain the slides.
Description - A very fun game, this game can use the audience for the slides. Remember though, that not everyone must be in every slide.
Variations - None
Other Catagories - Physical

Strange Objects: Credits, Friday Night Improvs
Introduction - Two people are given a relationship and a task to complete. They are also given a time in human history for their scene to take place. Four other people are chosen to place objects in their way that don't fit the situation. It is the job of the players to justify why this is here, and perhaps use it in completing their task.
Description - This game simply puts people in weird situations, this requires simple justification and good scene work.
Variations - None
Other Catagories - Scene

Tag Line: Credits, Friday Night Improvs
Introduction - Two people are given a relationship and a task to complete, during the scene however they must in the middle of sentences stop and tag their assigned partner (usually someone who doesn't want to be up there) the partner must say the first word or phrase that comes to mind. The person must justify why that word of phrase was said and incorporate it into the scene.
Description - There are many schools of thought on how to use the word. Some say it must be the next word said, others allow one or two additional words to make it fit, and still others just say that it should inspire the next train of thought. I tend to favor the second option. You should use the word immediately if possible, but if it is so outlandish, one or two setup words are appropriate.
Variations - This has also been called Madlibs
Other Catagories - Scene

Three Headed Monster: Credits, Hangnail Improv, Whose Line
Introduction - Three people are chosen to play a three headed monster. The monster is a speaker on a particular subject (chosen from the audience) the three then must give a discourse on that, each speaking one word at a time.
Description - A practical application of the word at a time exercises.
Variations - One word at a time games are boundless, this is just one.
Other Catagories - None

Three Talk: Credits, Hangnail Improv
Introduction - Two people are chosen to conduct a TMS 3 talk (preferably women but men will do). One is the conductor and the other is the householder. They start out on a traditional Bible based theme until the host calls freeze. He will then procure an outlandish objection that the householder will bring up. The conductor must then handle the objection and bring things back on track. Bonus points are awarded for scriptures (real or fake) that are used to support your argument.
Description - This is a game specific to our troupe, and things that we are acustomed to, probably won't work for anyone else.
Variations - None
Other Catagories - None

To submit a game e-mail me at garmaniac@hotmail.com

Exercises Scene Reenacting Individual Guessing Justification Miming Physical Rhyming Long Form