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ANIMALS, GODS, OR HUMANS ARE IMPERSONATED BY THE STORY TELLERS WHO WEAR CLOTHING, OR COSTUMES THAT SETS
THEM APART FROM THE AUDIENCE
DRAMA AS A PERFORMING ART
DRAMA HAS CERTAIN ESSENTIAL ELEMENTS: AN ACTION OR STORY (THE PLAY) PRESENTED BY ONE GROUP (THE
PERFORMERS) TO ANOTHER GROUP (THE AUDIENCE)
DRAMA IS AN EXPERIENCE, AN EVENT, SHARED BY THOSE WHO PERFORM AND THOSE WHO OBSERVE
LIKE OTHER EXPERIENCES – RIDING IN A JEEPNEY, ATTENDING A CLASS, FALLING IN LOVE – DRAMA REQUIRES A
PERSONAL PRESENCE; IN THIS CASE, THE PRESENCE OF THE AUDIENCE
THE DISTINCTION BETWEEN READING A NOVEL AND ATTENDING A THEATRICAL PERFORMANCE REMINDS US THAT
DRAMA IS SOMETIMES LOOKED ON AS A BRANCH OF LITERATURE.
THE EXPERIENCE OF WATCHING A PLAY PERFORMANCE WILL BE DIFFERENT FROM MERELY READING THE SCRIPT.
THE PHYSICAL PRODUCTION – THE ENVIRONMENT, SCENERY AND COSTUMES – WILL AFFECT THE PERFORMANCE; SO
WILL THE PERFORMERS
THE WAYS ACTORS AND ACTRESSES INTERPRET THEIR ROLES – SUCH THINGS AS FACIAL EXPRESSIONS, GESTURES,
AND VOCAL INFLECTIONS – HAVE MUCH TO DO WITH A PLAY’S ULTIMATE EFFECT ON THE AUDIENCE
MA AN D IT S EL EM EN T S
DRA C IPLE S A ND P R A C TICE : THE P H ILO SO PH IC A L & E D UC ATIONAL
CAEDR – P RIN
D ATIO NS O F C R EA T IV E D RAMA
FOUN
WHAT IS DRAMA?
BEING A NARRATIVE WHICH IS ACTED OUT, DRAMA MUST UNFOLD BEFORE OUR EYES A
CLOSELY RELATED SEQUENCE OF EVENTS, REACHING A DRAMATIC CLIMAX, LEADING TO
A LOGICAL CONCLUSION, AND DEVELOPING A DEFINITE IDEA
DRAMA AS A NARRATIVE MUST HAVE (1) SETTING, (2) CHARACTERS, (3) PLOT, (4)
MOOD, AND (5) THEME
INGR ED I E N T S O F A S T OR Y
H ILO SO P HIC A L & ED UC A TIONAL
R IN C IP L ES A ND P RA C TIC E : THE P
CAEDR – P
AT IO N S O F C R EA T IV E D R AMA
FOUND
SETTING
IS THE PLACE AND TIME WHERE AND WHEN THE ACTION OF THE STORY
HAPPENS. THE SETTING IS OFTEN ESTABLISHED BY THE LIGHTING AND
SCENERY OF THE STAGE, BUT THE DIALOGUE AND ACTION CREATED BY THE
PLAYWRIGHT IN THE SCRIPT, OR WRITTEN DRAMA, CAN ALSO MAKE CLEAR
THIS INFORMATION
“RAK OF AEGIS” SETTING
CHARACTERS
THESE ARE THE PEOPLE IN THE STORY WHO MAKE THINGS HAPPEN, OR TO WHOM THINGS HAPPEN.
THE CHARACTER WHOM WE WANT TO WIN THE CONFLICT OR SOLVE THE PROBLEM IS CALLED THE
PROTAGONIST (BIDA) AND THE ONE OPPOSING HIM IS THE ANTAGONIST (CONTRABIDA)
PLAYWRIGHTS SOMETIMES RESORT TO STEREOTYPES (EXAMPLES: THE AUTHORITARIAN
FATHER, THE MARTYR MOTHER, THE SPINSTER AUNT, THE SNOOPY NEIGHBOR, ETC.) BUT IN
THE PLAYS THEY BECOME CREDIBLE INDIVIDUALS
THE PLAYWRIGHT MAY REVEAL HIS CHARACTERS THROUGH WHAT THEY SAY AND DO, AS
WELL AS THROUGH WHAT OTHER CHARACTER SAY ABOUT THEM
ONE OF THE MOST IMPORTANT ASPECTS OF CHARACTERIZATION IS THE MOTIVATION OF
ACTION. THIS MEANS THAT EVERY ACTION MUST BE BASED ON THE INNER NATURE OF THE
CHARACTER.
AS YOU READ OR SEE A PLAY, YOU MUST BE ABLE TO ASK, “WHY DID HE DO THIS THING?”
IF YOU CAN FIND THE MOTIVE FOR THE ACTION IN THE NATURE OF THE CHARACTER, THEN YOU
CAN SAY THAT THE PLAYWRIGHT HAS CREATED A CREDIBLE AND BELIEVABLE CHARACTER
PLOT
INITIAL INCIDENT – STARTS THE ACTION OF THE PLAY AND MAKES THE AUDIENCE ASK, “WHAT WILL HAPPEN NEXT?”
RISING ACTION – THE MIDDLE PART OF THE PLOT. THE SERIES OF EVENTS WHICH BUILDS EXCITEMENT TOWARD THE
MOST DRAMATIC SCENE OF THE PLAY – THE MAJOR CLIMAX.
CRISIS OR THE “TURNING POINT” – THIS SITUATION SURROUNDS THE CLIMAX. THIS IS WHEN WE KNOW WHETHER
THE LEADING CHARACTER IS TO WIN SUCCESS OR FAIL TO SOLVE THE PROBLEM FACING HIM. THE AUDIENCE
SHOULD REACT EMOTIONALLY WITH HIM IN HIS JOY OR SORROW; IT SHOULD CARE WHAT HAPPENS TO THE
PROTAGONIST (HERO)
FALLING ACTION – IS THE SERIES OF EVENTS FOLLOWING THE CLIMAX. WHETHER IT IS DRAWN OUT OR CONDENSED,
THE FALLING ACTION MUST ALWAYS RETAIN SUSPENSE AND INTEREST UNTIL THE CURTAIN FALLS. THE DENOUEMENT
OR CONCLUSION AT THE FINAL CURTAIN MUST BE THE LOGICAL OUTCOME OF ALL THAT HAS HAPPENED
C
D
A B
THE PARTS OF THE PLOT, THEN, CONSIST OF THE BEGINNING (OR EXPOSITION), THE MIDDLE
(RISING ACTION), AND THE END (FALLING ACTION).
LINE AB REPRESENTS THE BEGINNING (EXPOSITION) OF THE PLOT, WITH POINT B AS THE
INITIAL INCIDENT THAT STARTS THE ACTION. LINE BC SHOWS THE RISING ACTION, WITH C
AS THE CLIMAX OF THE STORY. LINE CD DEPICTS THE FALLING ACTION OR CONCLUSION
IN EVERY PLOT THERE MUST BE A PROBLEM TO BE SOLVED BY THE LEADING CHARACTER
OR A CONFLICT TO BE FOUGHT OUT BETWEEN TWO FORCES
THE PROBLEM, OR CONFLICT, NEED NOT ALWAYS BE PHYSICAL; IN FACT, PLAYS OF MERE
PHYSICAL ACTION OFTEN HAVE LITTLE VALUE
THE CLASH OF WILLS AND WITS, THE IMPACT OF IDEAS, AND THE DEVELOPMENT OR
DESTRUCTION OF INNER FORCES, ARE THE STUFF WHICH GREAT PLAYS ARE MADE
MOOD OF THE PLAY
IS THE EMOTIONAL RESPONSE EVOKED IN THE AUDIENCE BY THE PLAY, BE IT
EXCITING, TRAGIC, COMIC, FANTASTIC, ETC.
THE AUDIENCE RESPONSE TO THE PLAY SERVES AS A WAY TO CLASSIFY THE
DRAMA. FOR EXAMPLE, IF THE MOOD OF THE PLAY IS HEAVY BECAUSE OF THE
HERO’S DEATH OR RUIN, THE PLAY MAY BE CONSIDERED A TRAGEDY;
HOWEVER, IF THE MOOD IS LIGHT AND HAPPY BECAUSE OF THE HERO’S
TRIUMPH OVER HIS PROBLEM, THE PLAY MAY BE CONSIDERED A COMEDY
THEME
IS THE BASIC IDEA WHICH THE DRAMATIST DEVELOPS THROUGH THE CONFLICT OF
CHARACTERS WITH ONE ANOTHER OR WITH LIFE EVENTS
SOMETIMES THE PLAYWRIGHT STATES HIS THEME IN A SENTENCE SPOKEN BY ONE
OF THE CHARACTERS, BUT OFTEN HE LEAVES IT TO THE INTERPRETATION OF THE
AUDIENCE
THE DISCUSSION OF HIS PURPOSE IN WRITING THE PLAY (“WHAT DOES THE
AUTHOR WANT TO SAY?”) FURNISHES ONE OF THE CHIEF POINTS OF INTEREST IN A
WORTHWHILE PRODUCTION
LET’S PLAY CHARADES!!!
EQUIPMENT
• DIVIDE THE PLAYERS INTO TWO TEAMS, PREFERABLY OF EQUAL SIZE. DIVIDE THE SLIPS OF PAPER BETWEEN THE TWO
TEAMS. SELECT A NEUTRAL TIMEKEEPER/SCOREKEEPER, OR PICK MEMBERS FROM EACH TEAM TO TAKE TURNS.
AGREE ON HOW MANY ROUNDS TO PLAY. REVIEW THE GESTURES AND HAND SIGNALS AND INVENT ANY OTHERS YOU
DEEM APPROPRIATE.
• THE TEAMS TEMPORARILY ADJOURN TO SEPARATE ROOMS, TO COME UP WITH PHRASES TO PUT ON THEIR PIECES OF
PAPER. THESE PHRASES MAY EITHER BE QUOTATIONS OR TITLES OF BOOKS, MOVIES, PLAYS, TELEVISION SHOWS,
AND SONGS. HERE ARE SOME SUGGESTED RULES TO PREVENT THE PHRASES FROM BEING TOO HARD TO GUESS:
• NO TEAM SHOULD WRITE DOWN ANY PHRASE UNLESS AT LEAST THREE PEOPLE ON THE TEAM HAVE HEARD OF IT;
• NO PHRASE SHOULD BE LONGER THAN SEVEN WORDS;
• NO PHRASE SHOULD CONSIST SOLELY OF A PROPER NAME (I.E., IT SHOULD ALSO CONTAIN OTHER WORDS);
• NO FOREIGN PHRASES ARE ALLOWED.
• ONCE THEY HAVE FINISHED WRITING THEIR PHRASES, THE TEAMS COME BACK TO THE SAME ROOM.
TO PLAY
• A PLAYER FROM TEAM B DRAWS A PHRASE SLIP FROM TEAM A'S BASKET, AND PLAY PROCEEDS AS ABOVE.
• NORMALLY THE GAME CONTINUES UNTIL EVERY PLAYER HAS HAD A CHANCE TO "ACT OUT" A PHRASE. THE
SCORE FOR EACH TEAM IS THE TOTAL TIME THAT THE TEAM NEEDED FOR ALL OF THE ROUNDS. THE TEAM
WITH THE SMALLEST SCORE WINS THE GAME.
GESTURES
TO ACT OUT A PHRASE, ONE USUALLY STARTS BY INDICATING WHAT CATEGORY THE PHRASE IS IN, AND
HOW MANY WORDS ARE IN THE PHRASE. FROM THEN ON, THE USUAL PROCEDURE IS TO ACT OUT THE
WORDS ONE AT A TIME (ALTHOUGH NOT NECESSARILY IN THE ORDER THAT THEY APPEAR IN THE PHRASE).
IN SOME CASES, HOWEVER, IT MAY MAKE MORE SENSE TO TRY TO ACT OUT THE "ENTIRE CONCEPT" OF THE
PHRASE AT ONCE.
TO INDICATE CATEGORIES:
• WHICH SYLLABLE YOU'RE WORKING ON: LAY THE NUMBER OF FINGERS ON YOUR ARM AGAIN.
• "ON THE NOSE" (I.E., SOMEONE HAS MADE A CORRECT GUESS): POINT AT YOUR NOSE WITH ONE HAND, WHILE POINTING AT THE PERSON WITH YOUR
OTHER HAND.
• "PAST TENSE": WAVE YOUR HAND OVER YOUR SHOULDER TOWARD YOUR BACK.
• A LETTER OF THE ALPHABET: MOVE YOUR HAND IN A CHOPPING MOTION TOWARD YOUR ARM (NEAR THE TOP OF YOUR FOREARM IF THE LETTER IS NEAR
THE BEGINNING OF THE ALPHABET, AND NEAR THE BOTTOM OF YOUR ARM IF THE LETTER IS NEAR THE END OF THE ALPHABET).
ASSIGNMENT:
GROUP YOURSELVES INTO 3
YOU ARE GOING TO WRITE YOUR OWN PLAY, CONTAINING THE DIFFERENT
ELEMENTS OF DRAMA.
PROVIDE A TITLE FOR YOUR PLAY
IDENTIFY THE CONFLICT OF YOUR STORY
PRESENT IT IN THE CLASS USING POWERPOINT PRESENTATION
CONTAINING PICTURES OF YOUR “WOULD BE” SETTING, CHARACTERS,
SITUATIONS, ETC.
THAN K Y O U !