Endowments
One performer leaves the stage and must guess three endowments (location, object, activity) based on hints from the other performers.
One performer leaves the stage and must guess three endowments (location, object, activity) based on hints from the other performers.
Endless number.
One performer will be asked to leave the stage to a place where they cannot hear what is going on. We will endow this performer with three things. 1) a location 2) an object 3) an activity. When the performer comes back on stage the other performers will try and get them to say those exact three things.
This is likely the most common handle that is performed on stage. This can also be used as an exercise, here we will discuss the most generic of endowment games. There are an infinite number of variations and they will be discussed elsewhere. Here we focus on the most basic steps to making an endowment game fun and funny.
The host must execute excellent audience control to set this handle up properly. First the host must make sure that the performer knows what three kinds of things they must guess. In this case location, object and activity. The host must also make sure that the performer cannot hear the audience suggestions and that the audience believes this as well. For newer performers the host should stick handle offers towards ones that are concrete and understandable. For example, subway car versus a black hole or juggling versus writhing with angst. For experienced improvisers zany offers are fair game.
The next step in audience education varies from house to house. They are encouraged to make collective “oohs and aahs” when the performer is close but not correct. They are encouraged to make game buzzer fail noises (“zzzzzzz”) when the performer is drifting away from the goal. And success is met with much rejoicing. Depending on how experienced your audience is this may require some practice.
After this seemingly endless set up the performers set about creating a scene where they will drop hints trying to get the chosen performer to embody their endowments. In this generic endowment example, we will just use the setting of an open scene. There is NO reason to ditch narrative with this handle. In fact, it is easier if a narrative tool is used to lure the chosen performer into saying the endowments. As stated above there are an infinite number of ways to spin the endowment game.
The next goal is for the performers to work on each endowment in order that they were set up. Clear the location before moving on to the object and clear those two before moving on to the activity. It is also nice to have the chosen performer recap for audience and performer enjoyment. In all scenes it is important to leave space for others to act after an offer is given. It is crucial for this handle to work properly Make the chosen performer the center of the scene. Make an offer and let them make an offer in return. Then all the performers must leave space for the audience to respond. The audience will quickly stop “oohing and aahing” if they are talked over. With all these considerations in hand we are ready for an example.
Location: back of a taxi. Object: giant ladle. Activity: singing opera.
This process continues until the show ends or the performer has revealed understanding all of the endowments. If the performer is just not getting it more and more obvious hints should be given. Failing with grace and laughter is a key element of this handle. Performers should not show anxiety or stress by playing the game to win. Bewilderment, confusion, and wild risk taking guesses should be in cards, but fear and frustration will negatively impact the audience.