Reference
The improv glossary
Every bit of jargon a teacher will use in week one without explaining it. Definitions are plain-English and note where usage differs between traditions, because a surprising amount of it does.
A
- Armando
- A long form in which a monologist tells true personal stories and the cast plays scenes inspired by them. Named after Armando Diaz. See other formats.
- Agreement
- Accepting the reality your scene partner has established. Agreement is between performers, not characters — characters may argue freely. See yes, and.
B
- Back line
- The performers standing at the rear of the stage, watching, waiting to edit or enter. Being useful on the back line is a skill, not a rest.
- Base reality
- The ordinary world a scene establishes before anything unusual happens in it — who, what, where, and how everyone feels about it. See base reality.
- Beat
- One visit to a thread or scene. A Harold typically gives each of its three threads a first, second and third beat.
- Bit
- A reliable comic routine a performer reuses. Occasionally useful, usually a sign that somebody has stopped listening.
- Blocking
- Refusing the reality another performer established — denying the offer happened. Also called denial. The most common way a beginner scene dies.
- Breaking
- Laughing out of character on stage. Charming once in an evening, corrosive when habitual, because it tells the audience the performers are their own best audience.
C
- Callback
- Returning to something established earlier in the show. The primary pleasure of long form and the reason listening matters more than invention.
- Commitment
- Playing a choice fully rather than hedging in case it fails. Most weak scenes are not badly conceived, only half-played.
- Cut-to
- An edit performed by announcing the next location aloud — "cut to the hospital." Blunt and cinematic. See edits.
D
- Deconstruction
- A long form that begins with a single extended grounded scene and then mines it — backstories, themes, objects, the same moment from other angles.
- Denial
- See blocking.
E
- Edit
- The act of ending a scene and starting the next. Sweeps, tag-outs, split screens and walk-throughs are all edits. See edits.
- Emotional reality
- How the characters actually feel about each other and the situation. A scene with a location and no emotional reality is a diorama.
- Endowment
- Giving your scene partner a characteristic, a history or a relationship — "you've been my accountant for eleven years." A gift, and one of the fastest ways to build a world.
- Exploring
- Staying at the current level of absurdity and investigating why it exists, rather than escalating past it. The counterpart to heightening.
F
- First unusual thing
- Often abbreviated FUT. The first deviation from base reality, and the usual seed of the game. See game of the scene.
- Framing
- Explicitly acknowledging the unusual thing so that both performers and the audience agree it is what the scene is about.
G
- Game (of the scene)
- The repeatable comic pattern a scene finds and then plays deliberately. Distinct from a short-form game, which is a rule imposed before the scene starts.
- Gift
- Anything a performer hands their partner to work with — a name, an accusation, an emotion, a job. Improvisers describe generous play in terms of gifts almost universally.
- Group game
- A section involving the whole cast, playing with a pattern rather than a scene. A structural feature of the Harold.
- Group mind
- The state in which a cast is attentive enough to make the same choice simultaneously without discussion. Less mystical than it sounds; mostly a symptom of nobody planning.
H
- Harold
- The canonical long form associated with Del Close and iO: an opening, three threads, group games, and three rounds of beats. See the Harold.
- Heightening
- Finding a larger, more consequential version of the pattern already established. Not the same as getting louder or stranger.
I
- Initiation
- The first line or action of a scene. Strong initiations carry information; weak ones ask a question and wait.
- Invocation
- A style of Harold opening that explores a single word through escalating layers, from literal description to direct address.
J
- Jam
- An open session, usually free or cheap, where anyone present may perform. The traditional on-ramp for beginners and the healthiest part of most local scenes.
- Justification
- Making sense of something that has already happened — an accidental line, a strange movement, a mistake — by supplying a reason after the fact. Arguably the single most useful improv skill.
L
- La Ronde
- A form in which each scene shares one character with the previous scene, chaining through the cast and usually closing back at the start.
- Long form
- Improv in which one suggestion produces a single connected piece, typically 25–45 minutes, with recurring scenes and characters.
M
- Monologue
- A solo spoken piece, often true, used to open a form or bridge between sets. The engine of the Armando.
- Montage
- The simplest long form: one suggestion, a series of scenes, no required structure connecting them.
O
- Object work
- Mimed handling of objects that are not there. Also called space work. Builds the location, occupies the hands, and slows performers down — all three of which help.
- Offer
- Any piece of information a performer puts into the scene: a fact, a relationship, an emotion, a physical action. Everything is an offer.
- Opening
- The group section at the start of a long form that generates themes and images before any scene begins. Not a warm-up.
P
- Pattern game
- An associative opening in which the group builds chains of related words and phrases, favoured by Del Close as a Harold opening.
- Pimping
- Forcing your scene partner into a difficult position for your own amusement — "why don't you sing us the song you wrote?" Distinct from a gift, and usually resented.
- Platform
- Keith Johnstone's term for the established normality of a scene before it is disrupted. Roughly synonymous with base reality.
- Point of view
- A character's specific belief about how the world should work, held strongly enough to generate consistent choices. See character.
R
- Reincorporation
- Bringing back an earlier element so it acquires new meaning. Johnstone's preferred term, and slightly broader than callback — it implies the returned element does structural work rather than simply earning recognition.
S
- Scene painting
- Describing the environment aloud to build it in the audience's imagination, used in forms where narration is permitted.
- Short form
- Improv structured as a series of self-contained games, each governed by a rule. See short form.
- Sidecoaching
- A teacher calling instructions to performers mid-exercise without stopping it. Viola Spolin's central teaching technique.
- Space work
- See object work.
- Specificity
- Choosing the exact detail over the general one — a Hamm's rather than a beer. Free, and the most reliable gift available.
- Split screen
- Two scenes occupying the stage simultaneously, alternating focus, each commenting on the other.
- Status
- The moment-to-moment power relationship between characters. Keith Johnstone's most exported idea. See character.
- Steamrolling
- Talking over your partner and driving the scene alone. Usually anxiety rather than ego, and it looks identical from the seats.
- Suggestion
- The word or phrase taken from the audience to start a show or scene. In long form it is taken once and then largely abandoned.
- Support
- Everything done to make a partner's idea work rather than replacing it with your own. The whole job, arguably.
- Sweep
- An edit performed by walking briskly across the front of the stage, wiping the scene away. The default edit in most long form.
T
- Tag-out
- Tapping a performer out and replacing them, usually to show the same idea at a different moment. Also called a tag.
- Tag run
- A rapid series of tag-outs, each heightening the same pattern. Compressed escalation, and thrilling when a group is listening.
- Theatresports
- Keith Johnstone's competitive short-form format, in which teams play games against each other and are scored by judges.
- Transactional scene
- A scene consisting of a service interaction with no relationship underneath it — ordering coffee, buying a ticket. A common beginner trap, because it feels like something is happening when nothing is.
W
- Walk-on
- Entering someone else's scene briefly to provide something it needs — a waiter, a phone call, an interruption. Best used to give, not to take focus.
- Walk-through
- An edit performed by crossing through the scene in character, so the transition feels like continuation rather than a cut.
- Warm-up
- A pre-show or pre-class exercise for attention, connection and physical readiness. Not a rehearsal, and not optional in most groups.
- Wimping
- Accepting an offer without adding anything, handing the work straight back. Looks cooperative; starves the scene.
Y
- Yes, and
- The agreement principle: accept what your partner established, then add new information. See yes, and.
Missing something? Improv vocabulary varies by theatre, city and lineage, and this list leans toward Chicago-descended usage. If your teacher uses a term differently, both of you are probably right — tell us and we will note the variant.
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