Meisner for the Immersive Audience

Last week, I examined the Meisner technique for the immersive actor. I am particularly excited by the genre’s promise of a scene partner who has no script. Who is, by the way, you. You’re my scene partner.

In immersive theatre, the audience becomes actors. Think of them that way. When sold out, The Man From Beyond has a cast of 10. It’s precisely this radical reconception of the audience that energizes immersive theatre. Hell, I love it so much, I extended Meisner language to include the audience and enshrined it in the Strange Bird mission statement:

We’re in this together.

But if audiences are truly actors, then they are now facing the same pitfalls all actors do. The audience doesn’t need to worry about not listening—they are hearing the script for the first time—but they do need to overcome the bigger demon: feeling self-conscious.

Most folks associate interactive theatre with self-consciousness, and with good reason. Performances that pull an audience member on stage typically thrive off that person feeling awkward. The performer points up the audience member’s behavior, and the audience subsequently laughs at that person’s expense. This is the stuff of nightmares. This is the OPPOSITE of immersive theatre. Let’s run as far away from that kind of “interaction” as possible.

Lest we forget, there’s this thing called stage fright. We must take this phobia seriously.

Training audiences to be in-the-moment like actors are trained isn’t possible, but what we can do is design environments that engender real interaction. Armed with an understanding of the Meisner technique, designers can help slay self-consciousness for audience-actors, so they, too, can live truthfully in imaginary circumstances.

Here are my Meisner-inspired design principles for killing self-consciousness and eliciting truthful behaviors from your audience…

  • Make your world rich
  • Start your world as soon as possible
  • Limit audience watching audience
  • Stakes
  • Dialogue that matters
  • Really doing stuff
  • The element of surprise
Make your world rich

Children have no trouble with imaginative play. The entire world still feels novel to them, so behind a bush is as rich a secret hangout as the fanciest speakeasy with trick-wall entrance. But adults must preserve their dignity and need much more help to get them to a point of make-believe. And make no mistake, make-believe is our ultimate goal.

The less your audience has to imagine, the easier it is for them to believe. Immersive actors can help tremendously—they belong to the world, so interacting with them requires adopting their world—but production design also plays a major part. The more you can WOW your audience with a sense that they have been transported, the more they actually have been transported and can act in that world with ease. If you do your job right, they won’t even realize they’re making believe.

Do you have to have a big-budget build-out? No, of course not. While I don’t know of any immersive productions that have done so, you can ask your participants to use their imaginations like black box productions do, but you risk losing a few people in that leap. It’s just easier for me to behave like I’m in a hospital if it looks like a hospital.

Start your world as soon as possible

No matter what you do, there will always be an awkward transition from real world to imaginary world. The earlier your participants can pass through that transition, the easier it will be for them to believe.

I think escape rooms in particular suffer from starting their worlds way too late. You spend a good 15-20 minutes checking in, signing waivers, chatting up the gamemaster, hearing the rules of the game, getting the lock tutorial (oh lord), and then, THEN you cross the threshold to your exciting Egyptian Tomb adventure. No one really expects me to start acting like a cursed archaeologist now, do they? After treating it as a game for so long, I’d feel silly, and making that transition to play-acting would make me feel self-conscious. So I just don’t do it.

(Note that this is where actors inside the game can really help. Escape rooms with actors are the only times I’ve felt motivated to play along. Peer pressure can move mountains!)

I like aggressive worlds, worlds that bleed into the street if possible, with hosts who contribute to the make-believe instead of tearing it down. Think of the pre-show experience in Sleep No More, Then She Fell—even Accomplice. You may be waiting to enter the main attraction, but as for the world, you’re already there. You’re already playing.

”How would you like to die?” he asked me. ”In media res,” I said. (The Manderley Bar at the McKittrick Hotel, NYC)
Limit audience watching audience

There’s nothing worse than feeling the eyes of strangers—or worse, your friends—on you during imaginative play. You feel a little judged, and just like that, you’re hyper-aware of yourself, and all doors to transformation slam shut.

When I speak of The Man From Beyond to people who haven’t played yet, I often have to assuage fears of embarrassment. They don’t want to be actors in the traditional sense: they don’t want to be watched. So we should take great care that they are watched as little as possible. Disperse the audience. I’ll examine in more detail later how audience distribution affects the experience, but for now, I’ll just say that it matters a great deal.

There’s a reason 1-on-1’s feel special—with no one else watching, you’re more open to connect with the performer. You can even keep the content a secret to your grave. Case in point, I am still deliciously creeped out by the fact that a Then She Fell interaction I had (solo with two cast members) was in fact observed by another audience member via a secret hiding place (I found this out later from a friend—such a great psychological twist!). Knowing I was watched at the time would have changed everything.

The sandbox-style also does a good job of freeing folks from the gaze of others; if you don’t like the audience energy where you are, you can leave. Escape rooms and dark rides, however, involve audience groups with no hope of relief. Someone is almost always watching your interactions, and if that someone’s not playing along, your entire show is screwed. Third Rail Project shows always make me feel really uncomfortable with whatever it is I’m wearing—and that has nothing to do with my fashion choices.

Stakes

Not just your characters: the audience too needs stakes in the story they inhabit. Following the Meisner Independent Activity guidelines for drama, actors should be doing something “important, on a deadline, and difficult to do.” Importance is paramount here. If the audience thinks what’s happening around them matters, they’ll enter a true state of flow. Their awareness of themselves will slip away, as they laser-focus in pursuit of their goal. You’ll get some wonderful make-believe behaviors that way. But if the story lacks importance, you’ll wind up with a bunch of disengaged people reaching for their phones.

But that doesn’t mean the world should always be ending. Higher stakes do not translate to better results, as you can easily break the ceiling of believability. See: most escape rooms.

Threatening the explosion of the earth or even just my death if I fail is frankly beyond my imaginative pale (we all know the game master will just enter to console us), so you might as well have just skipped the stakes part entirely. Sometimes the best stakes aren’t the highest or even the most personal ones. We have stakes in other people all the time, so perhaps this is where your characters can step up.

Dialogue that matters

Meisner wants us to really listen. Your audience should be all ears in an immersive, and listening—or navigating to the right place to listen—should engross them. The script should reward those who listen, with every word providing insight into a part of the story. Avoid dialogue that is obtuse, or your audience will quickly learn that their efforts are for naught.

really Doing stuff

To reach a proper flow-state, where the knowledge of the self disappears, you need to be doing something. Like actors on stage, tasks and challenges—from holding up a mirror to deciphering the riddle inside a poem—offer a great path for audiences to forget themselves and engage in the story world.

Escape rooms are masterpieces of doing stuff, and fans get addicted to that sweet puzzle-flow-state. Third Rail Projects adores simple tasks as entry points to relationships, and even Sleep No More, often maligned for not giving the audience activity, packs a wallop of stuff happening in their one-on-ones to the point that you don’t have time to catch your breath.

So give your audience something to do other than “watch.” All the better if it’s important, on a deadline, and hard to do.

the element of surprise

Actors often perform from their heads instead of their guts; knowing what’s going to happen, they plot out their reactions ahead of time. The result is it feels fake—and we remain unmoved. Since rehearsal is unavoidable, Meisner offers tricks for actors to rely more on their gut, but immersive audiences don’t rehearse, and they have no lines to learn. If they go into the experience without any foreknowledge of the script, they are very likely to respond from their gut. And that’s a very good thing.

I don’t recommend reading too much about an immersive theatre production you plan to see. Read just enough for you to decide to buy a ticket, and then STOP. Don’t read the reviews, blogs, or facebook comments, or you could walk into a show like a cold, premeditated killer, acting cerebrally: “What’s a clever thing I could do or say in that situation to surprise them?” When the mind holds the reigns, we stay firmly on the ground. We can’t be transported.

Gut-response requires the element of surprise.

Creators get this. Immersive theatre productions typically say as little as possible about a show. The mystery entices you, and you go maybe not even knowing the themes of the piece until two-thirds of the way through, when it hits you like a hammer. That’s special indeed.

But creators can take surprise too far. Immersive theatre is uniquely visceral—you are there, participating in the world, and leave with a real memory—so we should appropriately warn audiences of potentially traumatic content within. We need to be responsible, to care for our audience, rather than to ambush them. After all…

Given what they’re doing, they’re actually very responsible about it.

But when are warnings needed? It’s hard for me to draw the line. I think The Man From Beyond capitalizes a great deal on thematic surprise, and taking away that surprise at the start would damage its power. Surprise has a huge payoff, but if it comes at too high a cost (trauma to a reasonable percentage of your guests—we’re not talking about that one guy who has a fear of taxidermied turkeys), the art is not worth the cost. We need to be responsible, first and foremost, and earn the trust of our audiences. The genre won’t get very far if our chief weapon is surprise.

Okay, so apparently hurricane stay-cations inspire a lot of meme generation in me. Apologies for that. (Luckily, Strange Bird is coming out just fine through Harvey.)

To wrap up…you know you’ve been self-conscious in an immersive before. It happens—and it’s awful. Think about why you got kicked out or perhaps why you never started the make-believe in the first place. Maybe I mentioned a reason above. If designers are in turn conscious of the scenarios that create it, they can reduce its likelihood and boost the chances of audiences acting truthfully and emerging transformed. Just as Meisner would have wanted it.

But if you had, you would.

Breaking the Rules: Third Rail Projects

Third Rail Projects takes a very different approach to immersive storytelling than Punchdrunk (see Breaking the Rules: Sleep No More). Instead of an open-world, “sandbox” experience, a Third Rail production divvies up the audience and puts them each on a set of rails, something kin to a “dark ride” of amusement parks. (I’ve always thought this company was well-named, given the house-style they developed). To keep audiences on these invisible rails, they provide an unusual set of rules.

(See my post on the importance of rules in immersive theatre here.)

RULES FOR THIRD RAILS PROJECTS
  1. Do not open any doors yourself
  2. Do not speak unless spoken to

I’ve witnessed these rules in action in their productions of Then She Fell (ongoing in Brooklyn), The Grand Paradise (Brooklyn 2016), and Sweet & Lucky (Denver 2016), and I expect the same rules will apply in their upcoming Ghost Light (limited run in NYC this summer).

Calm Down, PLEASE

When I attended Then She Fell for the first time, Sleep No More was my only point of reference for immersive theatre. That show rewards me for being a hyper-aggressive weasel and will never be surpassed in my esteem because it made me realize who I really am.

Author showing here in SNM-mode, poised to tail her prey

To put it mildly, this is not the skill-set needed in Then She Fell. I entered the lobby space a little late, having waited in line for the restrooms, and when I noticed folks exploring the space, I went up to the closed door and opened it.

Luckily, the nurse pounced on me, iterating the rule “not to open doors.” Which she hadn’t told me yet. (All the more reason to cover the rules with the whole audience present instead of piecemeal.) Not a big deal, but I did have the reveal of one of the more magical sets spoiled for me. Me and my lame curiosity!

My first scene also made swift work of correcting my weasel-instincts. The doctor wanted me to sit far away from him across a table. I thought that was lame and got up to get closer to him. He insisted I sit back down—I bet they can tell when you’ve been to the McKittrick. I eventually took my cues from the performers, and I highly recommend that audiences accept the more relaxed, under-active, “you’re in good hands” experience. It opens you up to a different kind of connection. Third Rail Projects is never a game, and it’s certainly not a sport. The only way you can fail the show is by failing to be present with the actors.

DEfine “Door”

Unfortunately I still had not learned my lesson when I went to see Sweet & Lucky in Denver.

Those who experienced this production were indeed lucky (Sweet & Lucky)

I attended on the opening weekend. Again, we heard the rule not to open doors. My group had been following our main character for a while, but she yielded the set (and us) to another character, who turned off a few lamps and then promptly went through an “L shaped” passageway made of curtains. The show took place in a giant one-story warehouse, so sometimes curtains filled in for walls. PLEASE NOTE that she did not part the curtains, she didn’t need to touch them at all to go where she was going.

Naturally, I followed.

And my group of 7 more followed me.

About 15 minutes later, when we’d seen the most incredible sequence in the show (in a rather overly-crowded house), they activated the God-mic: “HOLD, PLEASE. ACTORS HOLD.” My heart was pounding, screaming “God, please no. No fire, no medical emergencies, don’t let them stop this show, I HAVE TO SEE THE END OF THIS SHOW.”

“We have a sorting error.” Eventually a very unhappy stage manager walked up to my overly-large group and asked, “Who here hasn’t seen ‘Swimming Hole?'” I raised my hand. Seven other people sheepishly raised theirs.

We had jumped the tracks.

He politely guided us to the space where we were supposed to be, but resetting a show of Third Rails’ complexity is no easy feat. If they take the show back 15 minutes, every actor has to go back 15 minutes, but so does every single audience member to the exact place where they were on the ride. Sorting the audience backwards couldn’t have been easy.

A typical Third Rail Projects spreadsheet. Not really. But I bet I’m close.

And in fact, they tried to start the show again, realized they had picked the wrong spot, and had to stop it and re-sort us all AGAIN in a totally different place (a mistake I am so grateful they caught—every moment in Sweet & Lucky matters). It wasn’t Episode 2 Cycle 2, but Episode 2, Cycle 1 where we needed to be!

Once we were all properly placed, they still had to work on going back to the right spot in the tech cues. The audience waited in place for 20 minutes in an un-air-conditioned warehouse while the tech team got things going again for us. I’ll never forget that moment. Nobody talked. NO ONE. We stuck to the rules. We believed in them. We all wanted to sustain the emotional place where we had been before the interruption. I’m grateful to everyone in that truck with me for committing to the magic so completely.

The show resumed, and it was magic. I don’t think I’ve ever cried so thoroughly.

But a simple rule in a vague situation misinterpreted by a single audience member literally broke the entire experience for all 70 people.

This is sort of on them for making the door in this case ambiguous. Are curtains that we don’t even have to touch technically doors? It’s also on the actress we followed for not clearly signaling we were to stay where we were and wait patiently for another character to guide us to where we needed to go next. (I bet she got much better at directing audiences as the run went on; I know I have.) It’s also on the story for having a moment where we didn’t have a guide and weren’t left closed off in a private room (we were in a large, open corridor).

But it’s also sort of on me and my damn weasel-mode. So let me say definitively, THIRD RAIL PROJECTS AND OFF-CENTER AND THE WHOLE CAST AND AUDIENCE OF SWEET & LUCKY: I AM SO SORRY. 

This is not a conversation

Since the audience activity isn’t “where to go,” Third Rail uses eye contact, speech, and the occasional task to great affect to make the audience feel active in the story.

Most people come back from a Third Rail show recounting the profound questions they were asked. More than the tasks, the questions forge deep connections between character and audience, and the audience gains a sense of how the story relates to them. It’s brilliant. But it’s also dangerous. Hence the rule, “do not speak unless spoken to.”

They smartly recognize that too much speech in the experience would ruin the magic. You’re not often the only audience member in the scene, and if you can speak freely within your group, you might brush it off, make light, break the immersion. Enforcing silence makes us process what we see differently.

I’m not a fan of The Grand Paradise for many reasons, but no doubt my particular experience tainted it for me. You never get to choose your audience group. By bad luck, I was paired through the whole show with a talker. She kept asking our actors questions, engaging with them with tongue firmly in cheek, and making jokes—essentially making the show about her. It was a power play. She was clearly uncomfortable and refused to let the actors have any power over her whatsoever. Talking was her defense mechanism.

I was miserable. Magic wasn’t possible. I’ve never been made so wildly self-conscious, even as an actor, as “the talker” made me feel.

If only I could have drowned her in that tank (The Grand Paradise)

I partly blame the performers of The Grand Paradise for not enforcing their own rule on this unruly participant when the behavior presented itself and continued to present itself. It wouldn’t have taken that much effort to correct, and instead, it broke my show.

rules on rules

Audiences: know the rules of the particular show, and stick to them. Rules for one immersive are not the rules for another. More than just the quality of your personal experience is at stake here; everyone’s show is at risk. When in doubt, resort to passive-audience mode.

Producers, designers, actors: enforce your rules in real-time. Always err on the side of too much direction than too little. You’re doing incredible work, and you should stand ready to defend it.