Notes from Dress 2

Thank you all for your incredible work leading up to tonight’s Preview. As we head into our first audience, let’s carry forward the momentum from our dress rehearsals by keeping the energy high, staying present in the story, and really let yourselves react to the room. Remember that the audience is your scene partner tonight. Play off of them and give them space to respond to you. Follow the band for tempos, lift each other up, and trust the work you’ve built together. 

Let’s have a great Preview!

Josh


Notes from Dress 2

OVERALL NOTE FROM SM - a lot of mixed up and reworded lines last night. Review the script before we go tonight on any scenes you are not 100% on.

ALL - When at places, be completely silent unless you need to communicate a critical show function

TRIBE - when entering/exiting through House doors, be as quiet as possible with shutting/open doors. If you need to engage house crew, please do.

TRIBE - Amazing entrance at top of fire!!! Where I was seated in the house, it was sooooo cool to be completely surrounded by the chanting. Well done all of you!

TRIBE - At top of "We are People Now", if you cannot see the conductor, you shouldn't be singing. Enter as soon you hear the bass start so you can enter after the 8 beats, but in some places you may not be able to hear all 8 beats, so watch the conductor for that cue to enter.

SMELLY-BALLS check in with me for some timing/pick up notes. Last couple notes list still have some outstanding items which we need to make sure to apply.

ALL - Volume in spoken lines is reducing. Even if you can hear yourself on the speakers, continue to project to the back of the house.

TIBLYN - the sky-ups are great, lets avoid the squat as it reads the same as Emberly's fire shitter in Act II.

JEMILLA - punch up energy at top of Act I. We got there by the end, but those first couple scenes were a bit low energy last night.

KEERI - set down your nut bag (or put it in a non-acting hand) before doing the Squirrel mime.

KEERI - loosing line "I'm your mommy now"

TRIBE - major props to Issac in Stone Age. If you want an energy to match, follow Issac!!!

SCHWOOPSIE - joke landed much better. Keep focusing on clarity and don't feel like you need to rush.

GRUNT - slow down slightly in the two couple scenes, getting a touch fast and loosing lines. Energy is good, just focus on clarity.

GRUNT - When exiting, use the House Left door, not the center door

TRIBE - add improv "Tribe" lines after Jemilla says "gather round" such as greeting one another, curious what Jemilla has to say, etc

TIBLYN - good Emberly slam line! Great delivery!

DUCKER - don't sit after "progress pleases", just stay up before your moving line

DUCKER - great movement on "duck is lord" so great!

SCHWOOPSIE - good threat on Ducker's dry spot! Great change!

DUCKER - allow a reaction to "Tiblyn not holding the sky" as though it goes against your holy duck scripture

DUCKER - "you don't have the guts" is a threat

ZAZZALIL/JEMILLA - great stab! Read super well last night

JEMILLA - When up the tree, let the lights change before your lines about the Time Changing. 

Solos in The Night Belongs to Snarl - make sure you stay in your spotlight. Use the Mic as though it's a bit, if you use it as "oh we need a mic" it doesn't read well. Sell that you are a singer doing a song and you are all that matters in this world!

Issac - lyric mix up, make sure to catch that.

KEERI - get closer to the Mic during the duet. August is overpowering you in volume and is also closer to the Mic.

TRIBESMELLY-BALLS - In transition out of The Night Belongs to Snarl, Smelly-Balls has the longest walk. Let him get passed you before you clog up the seating positions if you are in his path.

JEMILLA - there are two cracks of thunder in the first thunder cue, make sure to let them both happen before you take your line

DUCKER - great cave standing!

SMELLY-BALLS - great "Jemilla" line. Good edit.

TRIBE/ZAZZALIL - the band will start playing the "into the Night" intro as the tribe exits. This gives us something to watch during that very long intro. Zazzalil, feel out when best to enter, but I do not mind if you are not yet on the thrust at the top of the song. The timing worked well, just forgot to tell you of the band change.

Props/Anna? - Fire needs lit before added to spear

ZAZZALIL/DUCKER - great over/under for listening to the fire. Loved that stage positioning.

ZAZZALIL - cut the "choreo" on "no more cold, no more cave, no more fear". You can do the ending ones of that line, but the first couple aren't working.

ALL - At blackout at end of Act 1, get off stage as quickly and efficiently as possible. Lights won't go up until you are off stage. 

MOLAG - wander the audience at some point of intermission with lines such as "I've been here before" or asking them directions to the end of the earth.

FULL COMPANY - we do not cross the stage or go on any visible part of the deck during intermission. 

TRIBE - top of climate change are those 8 quarter notes again. When you hear music, enter, look for conductor to bring you in if you are unsure. 

CHORN - return some of the energy to your exit after the fire. I think we can have the pout energy start once you have the fire taken away from you.

TRIBE - absolutely loving the little fire moments during Zazz/Keeri scene. They are so great with the actual flames, and the narratives you all have created are fantastic!

Vera - you are more hidden when you move slowly than when you run fast to get under the platform. Move at an intentional pace but don't run.

JEMILLA - truly own the space with your lament. It's just you on stage, own that room with your lamentations!

JEMILLA/Vera - let a couple measures pass before popping the duck up. We are getting there with the speed, and I think delaying the first popup is a good way to get us the rest of the time we need.

TIBLYNEMBERLY - allow applause to start before entering for your scene

EMBERLY - great bit on handing the fire to the band! Let yourself search for somewhere to put it and decide on the band, vs just going right to Salem. 

EMBERLY, GRUNT - great beats in Paint Me scene, the story is really coming through well! 

EMBERLY - make sure to make a kiss sound after the kiss

DUCKER - Great energy to convince them. Yes yes yes! 

SCHWOOPSIE - no "head on fire" hand motions. You can look between them, but don't need to get that big with the clowning.

TRIBE - less ash on faces. Aim for arms rather than faces, and less war-paint, more grime and dirt from being in the ashes of a fire. You did very well at strong black lines, we can make it a bit less saturated and more blended, 

EMBERLY - stop Zazzalil from talking about going back to the cave. Cut her off.

ZAZZALIL - no ash for you

ZAZZALIL - cut Chorn off in Backfire on the 3rd run rather than 4th or 5th.

CLARK - great volume at top of Neanderthal scene with Zazz!

JEMILLA - be on stage before you start "well well well"

CLARK - when you enter for "Adonis", fully runway walk in with some hustle, then pose. 

JEMILLA - good "Side of the same....I don't even know what"!

CLARK - I think it was just a line mix up, but you can get Nicole up as soon as you can in your ending line.

ZAZZALIL/JEMILLA - Choreo is still rough on Together. Any time you guys can run that during the day or before run? Missing words, missing choreo.

GRUNT - Show your missing arm SR of you rather than upstage; your torso is blocking the arm.

EMBERLY - "pick up legs line" should go when Smelly-Balls and Tiblyn are walking rather than once they reach him.

TIBLYN - "oh no, we forgot snarl can smell". Quicker pickup and "oh no", we have to keep the scene energy.

SNARL - remember to completely stop, bend knees, before pounce

CHORN - good volume on speech and we are almost there! If you can speed down 10% for Chorn monologue, there are lots of plot coming in there, and we are losing some of it.

CHORN - say goodbye, then leave, rather than leaving on the line.

August, check choreo after Tiblyn's solo in Finale. You're right in front and not 100% matching the rest

JEMILLAZAZZALIL - swayed wrong way again at very end. Confirm with Sunny on sway direction.

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