Elements of Storytelling, For Coaches and Teachers, For Kids, For Parents, Resources

Elements of Storytelling: The End

From here on out, the goal is to get the protagonist back to a State of Perfection (SOP). It may or may not be the same SOP as the beginning, but they’ve got to end up better off somehow after the story is over. But don’t jump straight to the big finish just yet; there’s still some important work to do. In fact, there was so much to say about constructing the end of a story, we decided to break this post into two parts. This post will cover everything between the Midpoint and the Finale, and next week we’ll finish up the whole story.

Proving it was False

We left off last time talking about the Midpoint of a story and how it must be either a false peak or a false collapse for the protagonist(s). The story needs to illustrate the consequences of the Midpoint and how it drives the hero to undergo a change. Otherwise, the events the audience has just witnessed hold no meaning and won’t communicate the team understands the theme of the P.A.R.T.Y. in a Box skit to the judges.

If the protagonist is feeling good in the middle of the story, they need to get knocked down again before the end. They could find out a decision they made earlier in the story has unintended consequences. Maybe they lose an important object or a companion is kidnapped by the antagonist while their back is turned. Perhaps the whole Midpoint was actually just a trap or distraction to lure the protagonist away from the real action. Or when the antagonist is backed into a corner, they do something desperate and create an even bigger problem than before. No matter what you choose, creating more opportunities for reversals leads to an audience (and judges!) more invested in the story.

If the protagonist is suffering from a false collapse at the Midpoint or as a result of proving just how false their peak really was, it’s time to build them back up. It’s reasonable to put them through another moment of debate and doubt that mirrors the first. After all, they’ve either just succeeded and found it wasn’t all it was cracked up to be, or they think they’ve just lost everything. Plus, the stakes just keep getting higher. The protagonist needs a reminder of what makes them special and what it took to get them this far. This could be a great opportunity for a pep talk by a companion on the quest or some kind words from a wise stranger. If the protagonist is faced with a new challenge and uses a new skill they’ve learned, or moves away from a negative behavior they’ve developed since the story began, it gives them the strength to carry on.

Raise the Stakes

If your story is doing its job, the audience is already invested. Now, it’s time to double down on the danger. This doesn’t mean to jump straight to a universe-ending scenario just for the sake of making things more exciting. The danger needs to feel like it is to scale with what has come before. For instance, the soccer player who pushes away their childhood friend in order to fit in with her teammates probably won’t need to save the entire planet. But she could be peer-pressured into doing something that would get her kicked off the team if caught, or put the league in jeopardy.

In a general sense, the stakes of a story are bounded by how far the protagonist is able to travel. This might seem weird, but think about it. Stories with kids at the center usually stretch about as far as they can reach on their bikes. The neighborhood, the school, or maybe the whole town could be in peril, but the next state over? Probably not. On the other extreme, any story that includes the means to travel between planets is basically going to have a planet-sized threat looming over it by definition. The stakes could be expanded on their own, or as part of the second plot point.

Plot Point #2

If besting the antagonist was easy, the good guys would always win in the middle. Instead, there must be some new development after the events of the Midpoint to bring the tale to a thrilling conclusion. This usually comes in the form of new information the protagonist didn’t have before. They may need to travel to a new location, consult an expert, retrieve an artifact, or any number of different tasks to give them the leg up they need. This is the last chance to infuse new knowledge into the story, or the solution will feel like it comes out of nowhere and won’t give the audience the satisfaction they are looking for. As fun as it can be to throw in a twist, it’s better if the audience gets to anticipate the ending somehow first. There’s still time for a twist; in fact, good finales always throw in a curve-ball (which we’ll discuss more next week). But the people watching the skit will have more fun if they think they know how the story will end before they actually see it happen.

To bring us back to Star Wars, this is the scene in the war room at the rebel base. Luke finds out that the impenetrable Death Star has a weakness after all, and he will be part of the team that will try to take it out. If the fleet took off with no plan or knowledge of how they might succeed, there wouldn’t be any tension for the audience. But as long as there is a chance, no matter how small, that the good guys will win, the story feels compelling all the way to the last moments.

In terms of the five-minute time limit of a P.A.R.T.Y. in a Box skit, this event must occur no later than the end of the fourth minute to ensure there is enough time to get the protagonist back to their SOP.

This brings us to the finale, which we’ll discuss next time!

For Coaches and Teachers, For Kids, P.A.R.T.Y. in a Box, Resources

P.A.R.T.Y. in a Box Time: Close Reading

From Stainedglassbypj.com
From Stainedglassbypj.wordpress.com

Winning isn’t everything, but it is a shame when a team misses an opportunity to get points because of an oversight.Here are a few ways to help your students excel during the P.A.R.T.Y. in a Box round.

1. Read the Prompt thoroughly. The P.A.R.T.Y. challenges are never longer than one page. Even though 45 minutes isn’t a long time to do everything needed to develop a skit, it is worth a team’s time to read the prompt more than once.

2. Look at the scoring rubric. It is not a mystery how the performances are going to be scored, the scoring rubric is included on the team copy. Unless penalties are assessed, each performance scores a minimum of 30 points, because we don’t believe in zeroes, and a maximum of 117 points. Some categories stay the same, and others change depending on the story being told. Each section of the “Team’s Use of Materials” category is always worth a maximum of 10 points, for instance, and is about the appearance of costumes and sets. The section with the largest potential for earning points always centers on the plot, and the team’s ability to address the central problem. On its own, this part is worth up to 25 points. Some prompts also require teams to do something specific, like recite a poem or add music, and if gets left out it can mean a loss of 10 points.

3. Take notes. Every Meet there are teams who have to prepare their performance during the first Tri, which means it can be hours between seeing the prompt and when the performance finally takes place. Even though teams can’t take the prompt with them in order to ensure that no other team gets an unfair advantage, there is no reason they can’t take notes about what they are going to do in their skits. In the excitement of performing, kids can sometimes forget their lines and leave out something key to their story. These notes can be kept “back stage” and referred to during the performance to make sure that nothing important gets forgotten. Another place where these notes can come into play is if the team uses a narrator, who can hold onto them during the performance and refer to them throughout.

Check out the other PARTY posts for more tips!
Make it Memorable
Costumes Make the Characters
Backdrops Set the Scene
Props Add Pop

For Coaches and Teachers, For Hosts and Facilitators, For Kids, For Parents, P.A.R.T.Y. in a Box, Resources

P.A.R.T.Y. in a Box Time: Theater Etiquette

When I was a kid competing in USAT, my favorite event was always the P.A.R.T.Y. performance. I loved getting up in front of the crowd of parents and other teams to share our interpretation of the PA.R.T.Y. in a Box problem. I went on to do two professional plays as well as many school and community performances over the years and I know that I achieved some of the confidence I needed to even try out based on my time in USAT. In addition to my own acting chops, I have also been a judge for USAT performances several times and I plan to share some tips to help students do their very best at each competition. Over the next several weeks I will be giving advice about creating costumes, backdrops and props, and making performances memorable.

The-Comedy-and-Tragedy-Masks-acting-204463_489_381
From http://www.fanpop.com

But, let’s start with the basics. Getting up in front of a big group can be incredibly intimidating even if you have done it lots of times. The best way to help everyone feel comfortable and give it their all is to have a respectful audience. Many of the participants in USAT have never been to a formal performance of a play, orchestra or other event that would demand proper theater etiquette so they probably don’t even know the right way to act unless parents, coaches or facilitators tell them (and show them) how it is done.

 

1. Turn off all electronic devices. Smart phones, MP3 players, tablets and all manner of electronics have become the norm, but they have no place in a theater setting. Not only are the noises the devices themselves make distracting, but how many times have you seen parents leave their seats in the middle of a team’s performance when it isn’t their kid’s skit going on? It is distracting to the actors and to the audience members, and a gentle reminder from the host facilitator at the beginning of the performances can go a long way to keeping this from happening.

2. No talking during a performance. Unlike a real theater, the spaces like libraries, gyms and classrooms where most USAT performances take place have not been designed with noise in mind. Even a whisper in a small space can pull focus from the actors and derail their trains of thought. A policy of quiet during performances will also help ensure that teams who perform later due to their assigned letter will not have time to do additional planning and preparation during the performances of others.

3. Respect the rules about eating and drinking. In many school spaces there is no eating or drinking allowed. These rules should be respected by the coaches, teams and their family members throughout the Meet, and especially during P.A.R.T.Y. performances. Besides the potential for mess, many snacks come in noisy packaging and the unwrapping of a candy bar or crunching of potato chips can be just as distracting as talking.

4. Always applaud. We want students to gain confidence in their creative abilities and problem-solving through the course of the USAT season to promote positive risk-taking. Even performances that fall short of solving the problem, are difficult to hear or even are giggled through by the actors deserve the attention and respect of the audience. Every team should applaud and encourage the others, and in the rare case of heckling or booing this should result in a penalty against the offending team.

Unlike other types of performances, USAT teams also need to be sure to clean up after themselves. As soon as they are done with their performance they must clear the stage area and make it easy for the next team to set up. The facilitate clean-up, hosts can often arrange to have extra garbage cans brought in before the performances begin and set up near the staging area so the materials can be disposed of as soon as the students leave the stage.

Looking for more P.A.R.T.Y. in a Box tips? Check out the rest of the series: Front and Center, Make it Memorable, Backdrops Set the Scene, Costumes Make the Characters, and Props Add Pop.