Element

Shopkeeper

label
Warmup, Opening, Shortform

Zum Workshop hinzufügen

description

Wie spielt man Shopkeeper?

Shopkeeper is an improv game where one player acts as the shopkeeper, and the rest take turns as customers.

Each customer is given an emotion and an item they are looking for.

The shopkeeper does not know the item, but they must match the customer's emotion and try to guess the item based on clues given by the customer’s behavior and words.

How it works

The customers enter the scene one by one, each with a specific emotion, like happy, sad, or angry, and an item, like a book, shoes, or a guitar.

The customer’s task is to convey both the emotion and the item without directly saying what the item is. They can give clues through body language, tone of voice, and vague descriptions.

The shopkeeper’s role is to pick up on the customer’s emotional state and match it, while guessing the item through conversation and observation. The shopkeeper can ask questions or offer suggestions to narrow down the possibilities.

Example: Player 1 is the shopkeeper. Player 2 is assigned the emotion "nervous" and the item "rollerskates."

Player 2 enters, looking around anxiously and wringing their hands. They say things like, "I-I really need something... fast." They might act hesitant, shifting their weight and avoiding eye contact.

Player 1, as the shopkeeper, notices Player 2’s nervousness and mirrors it, speaking in a gentle tone, “I can help you with that. What exactly are you looking for?”

Player 2 might respond, “It’s for... moving... moving fast!” Their gestures could show quick, jerky motions or a sense of urgency.

Player 1 guesses, “Are you looking for, um... a bicycle?”

Player 2 shakes their head and adds, “No, it’s more like... you put your feet in it... and go?”

At this point, Player 1 might guess again, “Rollerskates?”

Player 2 "That's it, thank you!"

If correct, the scene ends, and the next customer enters.

Purpose as an exercise

Purpose This game helps practice communication and emotional matching.

Players work on conveying emotions effectively through both words and body language, while also listening closely to each other’s cues.

If the shopkeeper isn’t getting the item, the customer can provide more specific hints to guide the guessing. This helps players to get creative with their clues. It's also a crowd-pleaser, as the guesses can get fun and unexpected as the game progresses.

Basiert auf "Shopkeeper" von ircwiki, lizensiert unter GNU Free Documentation License 1.2.

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