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Steep and Ground

HEIGHTEN AND JUSTIFY — the two halves of building a scene: climb one idea bigger and bigger (heighten) while giving each bigger step an honest reason (justify), so the game grows without becoming random or unbelievable.

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Chapter 6 — Steep and Ground and the Game of the Scene

For most of a term, Steep the mountain goat and Ground the old tortoise had seemed like opposites to the older players — one always urging bigger, one always asking why — so the workshop finally put them on the little stage together to build one scene, and to name the thing that happens when heightening and justifying become a single craft.


Steep took the offer first, because Steep could never wait to climb. The offer was small: someone’s houseplant had, in the scene, started giving unsolicited advice. “So it gives advice,” Steep said, ears pricking, already climbing. “So much advice that you can’t make a decision in that room without it weighing in. So much that the neighbours come over to consult it. So much that the town council starts referring hard cases to the fern.” He grinned, breathless. “That’s the heightening — one idea, the plant’s bossiness, climbing bigger and bigger up a single slope. But watch what happens if I climb alone.”


What happened, when Steep climbed alone, was that the room started to lose faith. The plant advising the town council got a laugh — and then a flicker of but that’s silly, because a bossy fern running civic policy is just random unless something makes it true. That flicker is the scene starting to float away. “There,” said Ground, in his slow, level way. “Steep built a beautiful staircase, but there’s nothing holding it up. My job isn’t to make it smaller. It’s to give every step he climbs an honest reason, so the higher he goes, the more it makes sense instead of less.”


So Ground justified — not shrinking the climb, but grounding it. “Of course the town consults the fern,” he said, patting its invisible leaves. “It’s the oldest living thing in the district — it was a seedling when the town was founded, it has watched every family make every mistake twice, and a plant that has quietly witnessed a hundred years of human folly has, frankly, earned the right to an opinion.” The room settled and roared at once — the wildest step of Steep’s climb had just become the truest thing in the scene. “That’s the pair,” Ground said. “He climbs; I give the climb a reason. Bigger and believable, at the same time.”


A young player named Fen finally saw it. “So Steep alone gets bigger and bigger until nobody believes it — and Ground alone stays believable but nothing ever grows. You need both.” “Now you’ve got it,” Steep said. “Heightening without justifying is a firework — bright, then gone, because it stopped meaning anything. Justifying without heightening is a nice sensible scene that never goes anywhere.” Ground nodded slowly. “The two together are what improvisers call the game of the scene: find the one idea worth climbing, then climb it and keep making it true, step by step. Not daring or believable. Daring because it stays believable.”


So the three of them built the rest of it that way, hand over hand — Steep finding the next bigger version of the bossy fern, Ground finding the honest reason each new size would be true, the staircase rising and the ground staying solid under every step — until the scene reached a height it never could have if either of them had worked alone. “That’s the whole secret we’ve been teaching you separately all term,” Ground told Fen at the end. “It was never climb or reason. The game of the scene is both, braided — bigger and truer, together, all the way up.”

The ImprovQuest ensemble

Steep and Ground is part of ImprovQuest's distributed-narrative cast. Each character embodies a different curricular primitive; together they teach the full subject.