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	<title>Comments on: The DCM10 Wrap Up (finally!)</title>
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	<link>http://improvoker.com/2008/10/09/the-dcm10-wrap-up/</link>
	<description>Agreement With Attitude</description>
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		<title>By: Corey Brown</title>
		<link>http://improvoker.com/2008/10/09/the-dcm10-wrap-up/comment-page-1/#comment-195</link>
		<dc:creator>Corey Brown</dc:creator>
		<pubDate>Thu, 08 Jan 2009 17:26:07 +0000</pubDate>
		<guid isPermaLink="false">http://improvoker.com/?p=441#comment-195</guid>
		<description>YAWN TOWN BEN! UPDATE!</description>
		<content:encoded><![CDATA[<p>YAWN TOWN BEN! UPDATE!</p>
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		<title>By: Hal</title>
		<link>http://improvoker.com/2008/10/09/the-dcm10-wrap-up/comment-page-1/#comment-175</link>
		<dc:creator>Hal</dc:creator>
		<pubDate>Mon, 27 Oct 2008 15:06:14 +0000</pubDate>
		<guid isPermaLink="false">http://improvoker.com/?p=441#comment-175</guid>
		<description>&lt;strong&gt;Time dash&lt;/strong&gt; - following the same characters in time (usually seeing them later, although it can be in the past).
&lt;strong&gt;Analogues&lt;/strong&gt; - different characters, but playing the same game of first beat.

i.e., first beat is frightened boss who gets pushed around by a bullying employee.  A time dash second beat shows those characters in a heightened situation.  An analogous second beat might be a pack of dogs where the pack leader gets pushed around by a bullying puppy.

The quote indicates neither way is better.</description>
		<content:encoded><![CDATA[<p><strong>Time dash</strong> &#8211; following the same characters in time (usually seeing them later, although it can be in the past).<br />
<strong>Analogues</strong> &#8211; different characters, but playing the same game of first beat.</p>
<p>i.e., first beat is frightened boss who gets pushed around by a bullying employee.  A time dash second beat shows those characters in a heightened situation.  An analogous second beat might be a pack of dogs where the pack leader gets pushed around by a bullying puppy.</p>
<p>The quote indicates neither way is better.</p>
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		<title>By: milkshake</title>
		<link>http://improvoker.com/2008/10/09/the-dcm10-wrap-up/comment-page-1/#comment-174</link>
		<dc:creator>milkshake</dc:creator>
		<pubDate>Sun, 26 Oct 2008 06:24:02 +0000</pubDate>
		<guid isPermaLink="false">http://improvoker.com/?p=441#comment-174</guid>
		<description>&quot;There is nothing intrinsically better about doing a time-dash to the second beat of your game over analogous beats for your game&quot;

What does this mean? This seems important and i have no idea what it means. and thanks for taking notes.</description>
		<content:encoded><![CDATA[<p>&#8220;There is nothing intrinsically better about doing a time-dash to the second beat of your game over analogous beats for your game&#8221;</p>
<p>What does this mean? This seems important and i have no idea what it means. and thanks for taking notes.</p>
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		<title>By: Doug</title>
		<link>http://improvoker.com/2008/10/09/the-dcm10-wrap-up/comment-page-1/#comment-172</link>
		<dc:creator>Doug</dc:creator>
		<pubDate>Sat, 25 Oct 2008 17:47:59 +0000</pubDate>
		<guid isPermaLink="false">http://improvoker.com/?p=441#comment-172</guid>
		<description>I&#039;ve been waiting for you to transcribe your notes for months!

You hit the nail on the head about what I loved about Code Duello.  If you tried to explain what their show was about, it would sound absurd, like the kind of  show you&#039;d be embarrassed to bring your friends to.  But they made it work!  Tigers, rabid cats, time machines...it all seemed so real.  I think it&#039;s because their scenes weren&#039;t about those things but they were about the characters&#039; REACTIONS and FEELINGS about those things.  The premise might have been crazy, but the emotions (Hamilton missing his pet cat, for example, Burr getting frustrated that his well-intentioned efforts to help Hamilton weren&#039;t appreciated) were very real.  The lesson I took from what they did was to always use the lasso of reality and feeling to pull in the craziness.  They did that with aplomb.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been waiting for you to transcribe your notes for months!</p>
<p>You hit the nail on the head about what I loved about Code Duello.  If you tried to explain what their show was about, it would sound absurd, like the kind of  show you&#8217;d be embarrassed to bring your friends to.  But they made it work!  Tigers, rabid cats, time machines&#8230;it all seemed so real.  I think it&#8217;s because their scenes weren&#8217;t about those things but they were about the characters&#8217; REACTIONS and FEELINGS about those things.  The premise might have been crazy, but the emotions (Hamilton missing his pet cat, for example, Burr getting frustrated that his well-intentioned efforts to help Hamilton weren&#8217;t appreciated) were very real.  The lesson I took from what they did was to always use the lasso of reality and feeling to pull in the craziness.  They did that with aplomb.</p>
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		<title>By: Ben Whitehouse</title>
		<link>http://improvoker.com/2008/10/09/the-dcm10-wrap-up/comment-page-1/#comment-160</link>
		<dc:creator>Ben Whitehouse</dc:creator>
		<pubDate>Thu, 09 Oct 2008 20:05:30 +0000</pubDate>
		<guid isPermaLink="false">http://improvoker.com/?p=441#comment-160</guid>
		<description>Well especially in the context of game, people get overly cerebral about the way they move from beat to beat. Instead of saying, &quot;What do I think would be fun in this situation?&quot; I feel like a lot of us think, &quot;What is the perfect place to bring this beat?&quot; This of course is an impossible question to answer, because there is no perfect choice, and leads to a lot of scenes that just don&#039;t connect with the improvisers doing them.</description>
		<content:encoded><![CDATA[<p>Well especially in the context of game, people get overly cerebral about the way they move from beat to beat. Instead of saying, &#8220;What do I think would be fun in this situation?&#8221; I feel like a lot of us think, &#8220;What is the perfect place to bring this beat?&#8221; This of course is an impossible question to answer, because there is no perfect choice, and leads to a lot of scenes that just don&#8217;t connect with the improvisers doing them.</p>
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		<title>By: vinnyfrancois</title>
		<link>http://improvoker.com/2008/10/09/the-dcm10-wrap-up/comment-page-1/#comment-173</link>
		<dc:creator>vinnyfrancois</dc:creator>
		<pubDate>Thu, 09 Oct 2008 19:05:43 +0000</pubDate>
		<guid isPermaLink="false">http://improvoker.com/?p=441#comment-173</guid>
		<description>Great to see you post this. Even late, for those of us unable to attend, it&#039;s still one of our few links into the Marathon.

&quot;I want to find another scenario equally as funny or funnier than the first one. Thinking funnier will naturally raise the stakes.&quot;
I found this line interesting because it&#039;s essentially &quot;riffing off of an idea&quot;. If you give 3 people a theme, each of them will generate their own idea. Players shouldn&#039;t feel the pressure that the second idea needs to top the first one. Each idea at the start was equally worthy of merit. It&#039;s the implementation of the scene&#039;s premise that gives a scene its weight and humour.

Ideas are easy, never be scared of them. Implementation is tough but trust your fellow players to help you out!</description>
		<content:encoded><![CDATA[<p>Great to see you post this. Even late, for those of us unable to attend, it&#8217;s still one of our few links into the Marathon.</p>
<p>&#8220;I want to find another scenario equally as funny or funnier than the first one. Thinking funnier will naturally raise the stakes.&#8221;<br />
I found this line interesting because it&#8217;s essentially &#8220;riffing off of an idea&#8221;. If you give 3 people a theme, each of them will generate their own idea. Players shouldn&#8217;t feel the pressure that the second idea needs to top the first one. Each idea at the start was equally worthy of merit. It&#8217;s the implementation of the scene&#8217;s premise that gives a scene its weight and humour.</p>
<p>Ideas are easy, never be scared of them. Implementation is tough but trust your fellow players to help you out!</p>
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