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Ping Pong
An activity from Paul
Z Jackson
How it Works
I learned Ping Pong from Marxist magician Ian
Savile. In running the activity during workshops, I sometimes
find the explanation is more complicated than the activity.
The faster we start, the faster everyone understands. I’ve
made the explanations and instructions as lucid as I can.
You may still find that it takes a real running for some of
the mechanisms to click into place. If anything is unclear
or if there are variants which you’d like to let me
know about, please contact me at paul@impro.org.uk and I’ll
do my best to help.
Ping Pong is a communication game, in which
partners succeed by establishing a rhythm together. The temptation
is to try to catch your partner out, which can also be fun.
(There’s often a lot of laughter.)
It's a game for pairs or for a sequence of pairs. Games for
a sequence of pairs are something of a rarity. Depending on
how many pairings you want everyone to experience, you can
call "Change partners" more or less frequently.
Instructions
1. Trainer says:
o Find a partner. This is a fast-moving game, it’s not
a commitment for life. Actually, you’ll be changing
partners very soon and will notice the differences between
one partner and the next.
o One of you is A, the other is B: it doesn’t matter
which is which. We’re going to play Ping Pong, and A
is going to serve first. A serves a "Ping", to which
B responds with a "Pong".
2. Trainer demonstrates
that "Ping" and "Pong" are purely verbal,
played with partners face to face, preferably standing.
3. Trainer says:
o It’s a game of rhythm. A serves one "Ping"
at a time, waits for the "Pong", then serves another
"Ping" and so on. Find the rhythm that suits you
and your partner best, then vary it.
4. After about 25
seconds, the trainer says:
o Change server. B is "Ping" and A is "Pong".
5. The trainer needs
to remember to call "Change server" every
half minute or so throughout the sequence, until judging the
moment is right to hand the responsibility over to the group,
saying, "You decide with your partner when you want to
change server."
6. After A has served
two sequences of "Pings", trainer says "Change
partner."
7. New partners play
the same game for a minute or two.
8. Bell.
9. Now A can serve either
a "Ping" or a "Pong." If A serves a "Ping",
B responds with a "Pong." If A serves a "Pong",
B responds with a "Ping." A can serve any sequence
of Pings or Pongs, but only one of either until B responds.
It’s still a game of rhythm.
Side Coaching
Trainer circulates, encouraging players to
vary speed.
Debrief
How did your partners vary? How did the difference
in partners make a difference in you? Were some pairings you
experienced more co-operative and others more competitive?
Any parallels to work life there? What about home life?
How did you react to mistakes? Were you annoyed
with yourself, cross with your partner, or was there a smattering
of healthy laughter?
Impro Note
One improvisational element here for the trainer
is to judge the moments to swap servers, swap partners and
keep the game moving. Ping Pong is very easy to learn and
play, but there's danger of boredom as the learning points
are recognised. New partners or a new variation of the game
help keep it interesting.
Improvisational elements include the experience
of making instant choices - of partner and the sequence they
elect to serve up. This illustrates the Impro principle of
Freedom Within Structure in a very simple way. The structure
at its most basic is the choice each server makes between
Ping and Pong, and the freedom to choose one or the other.
It’s amazing how some players get themselves tangled
even within such a simple improvisational framework.
Paul's Tips for Overcoming Resistance
I've tried hundreds of different improv activities
with thousands of people. Each individual has inevitably contributed
to the process.
Occasionally, however, someone refuses to participate.
The activity seems too complicated; they've got a headache,
a weak heart, a bad back. Or the person simply doesn't want
to play. Whatever the excuse, here are a few tips for overcoming
resistance:
• Modify the
activity's instructions so they're easier to follow.
• Use humor to disarm and encourage-threats will get
you nowhere.
• Give people the option not to play.
• There's nothing worse than being forced to do something
you don't want to do.
• Let them observe. They'll still learn something, although
not as much as they will if they join in.
• Explain the value of the activity and what they'll
miss if they don't participate.
Email Paul
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