Some rhetoric scholars use the jargon terms
ethos and persona to represent
role playing. Drama is acting in some imaginary
setting; rhetoric is acting in the real world.
McGee states this as follows:
..."persona" refers to the megaphone-like mask
actors in Greek plays wore to be heard back
in the cheap seats, and therefore is closer to
a "role being played" than is "ethos" which would
be more closely akin to the real tribal
membership of the speaker. [...] Persona is
defined as the "role that speakers assume in
order to display conscious intentions..."
Ramage, Bean et. al. add
In the [speakers'] manner and delivery, [their] tone,
word choice, and arrangements of reasons, in the
sympathy with which [they] treats alternative views,
[they create] a trustworthy persona.
The idea of persona in rhetoric is in the way we present
ourselves when making a point. We cover
- ethos by appearing objective and fair
- pathos by appearing passionate and caring
- logos by appearing informative and authoritative
To convey a point, we act like we know what we're doing.
Even when we DO know what we're doing, the need to act
remains because we act like we're more than competent:
- we're the experts
- we're the evangelists
- we're the authority -- the bringer of the law!
And this view of role-playing isn't confined to formal
discourse. Consider
- violations of rules, especially in sports (e.g. drawing
a foul)
- defending good manners (e.g. polite conversation)
- other expressions of personal emotions
Role playing is used in business and industry (as
long as organizations can afford it) to enable
scientists, engineers, business people and managers
to view the world from someone else's shoes. In
such environments, you can strengthen your role-playing
abilities with factual sources.
The problem you may find is that communication becomes
more difficult as it becomes more personal. The closer
you are to the subject, or the more you treat it as
part of yourself, the harder it is to make it real
to others.
Whenever you present an argument to others, you're
adopting a role of "authority on the topic." Even
though in your eyes that may be exactly what you
are, it's the way you play the role that decides
how well your audience buys into it. That can mean
that you have to examine role(s) that are contrary
to your position -- to keep you from trying to
persuade your audience with anger, sarcasm, or
fallacies.
Improvisation
Improvisation, acting without a formal script, can
provide engineers (and other non-actors) more leeway
in learning the tools of the trade. The rules are
simple:
- The performance is under the control of the
"puppet master" -- the only person who can
pull the players out of character. (This can
be good for cerebral types like engineers --
it'll force us to think through the role.)
- Players can (and will, if there's time) have
varying characters in the same performance.
- Starting simple can get both the players and
the audience warmed up. A commonly-used
example is the job interview: one person plays
the job-hunter, the other the interviewer.
Before long they switch roles. Since nearly
everyone hunts for a job at some point, new
players can readily relate.
- Advanced players can add complexity to improv
through props, extras, and tough questions from
the "puppet master."
I was surprised to find, when the Mixed
Signals improv group (pictured) visited my classes, how readily improv
principles instruct the budding entrepreneur. Not the least of the ideas to
come out of the two classes was that students with a healthy exposure to
improv are well-prepared to work as facilitators and corporate trainers
after graduation -- for a healthy salary.
So
I'm prepared to give the troupe, including Honor Friberg (pictured) an
"A" for effort.
Among several uses of improv is training us to think on our feet.
Mixed Signals correctly reminded us that "in real life, we're not
fed any lines." And furthermore, "you can't take back what you
say." So we practice feeding one another lines, and covering
one another in the event that one says something that ought to
be taken back. (Note for future reference: I should never
encourage small companies to send one representative to
talk to money people -- or maybe even vendors -- alone. They
should be trained to work in teams instead -- to prevent a
single point of failure caused by one rep delivering a bad line.)
Mixed Signals addressed the groups through games, some of
which allowed for audience participation. Here is a list of some
of the games:
- "Making an Impression" -- the presenter has 15 seconds to
convince the audience to hear more about what he's selling
-- for another 15 seconds.
- "Yes, And" -- two presenters have a conversation where
each in turn develops what the other said, starting her turn
with "yes, and." (Note: this one doesn't support asking questions.)
- "Interview Question" (I may have gotten the name of this one
wrong) -- two presenters act as a worker and a manager. The
first makes a request of the second. We learn easily how to do
this wrong:
- concentrate on yourself
- show no deference to the other's rank
- ignore details not just about the other, but about everyone else around you
- present limited or even no supporting info to back up the request
(Of course, they also try to do this "right.")
- "Functional Fixedness" -- an exercise to define new uses for
products that only do one thing (e.g. the Popeil
Pocket Fisherman, pictured).
- "Contingency Planning" -- an exercise to respond to obstacles
thrown into a business situation by the audience, through frequent
strategic interruptions.
- "Columns" -- a participant from the audience adds a single
word or phrase to a conversation when called upon.
- "Three-Headed Person" -- three participants, including one
from the audience, act as one, completing sentences one
word at a time, in turn.
- "Half Life" -- present a sales pitch in two minutes. Then one
minute. Then 30 seconds. Then 15 seconds. Then... ummm...
seven seconds.
- "First Line, Last Line" -- the audience chooses the first line and
the last line of a conversation. Two participants on stage must
connect the two smoothly. (Our lines? "Fourscore and seven
years ago" and "which way is the gift shop?")
Recommended sources:
Lessons Learned from Pro Wrestling
The experienced professional wrestler knows as well as
anyone the importance of creating a role and staying in
it for the fans' benefit. Wrestlers also realize that
most of their stunts depend on timing -- the more
well-loved (or hated) wrestlers tend to be the ones
who make the best use both of role and timing.
In this picture (courtesy Cleveland All-Pro Wrestling),
J. T. Lightning is "throwing a fireball" in the face of Steve
Nixon. This move is (from the wrestlers' perspective, and
the referee's, since he usually plays a role as well) relatively
simple, yet draws a great deal of excitement from the
audience -- and with little risk of actual pain. (Nixon
didn't get hurt here.) The rewards are great: Lightning
solidifies his reputation as a "heel" (bad guy) and
generates a huge crowd reaction; Nixon is awarded
the match and receives the sympathy due a "face"
(good guy) from the crowd. The lesson? Choose the
simplest compelling scene you can, then practice it until
you have the timing down.
Lessons Learned from Role-Playing Games
A good role-playing game (RPG) comes with a guidebook
that sets up a substantial background. This background
can have five (or more!) levels:
- director/"game master"
- overall setting
- specific scenario(s)
- individual characters
- specific character action(s)
Once a background is in place, you can use the
same roles in multiple scenarios.
RPGs require a "game master." This suggests that
a role-playing strategy needs someone to remain
outside the setting, governing the players and
keeping everyone on task.
RPGs typically have multiple characters, each
having some degree of "free will" (or, randomness),
leading to a large number of possible outcomes.
If you want to minimize the number of outcomes,
you have to start by minimizing randomness --
constrain the characters' actions and choices.
Assignments
- Describe how you would become the most famous
engineer in the history of the world.
- Consider the scenarios outlined in "A Modest Proposal"
or "How I'll Become an American," the addresses of which
are given below. With partners from among your classmates,
act out the scenario, improvising a script of your own.
- Create a role as the President of the United
States, and declare engineers as the most
important members of American society.
- In a small group, act out (with props and
extras as available) the doomed
Air Florida
Flight 90 -- see if you can write a better ending.
- Kehoe says that "if you're given material [to
work with], stick to it as much as possible. We
tend to get in trouble when we stray." So it can
be useful for you to practice improv in groups
-- you're given the material, and you just have
to try to make it yours. Kehoe will have audiences
submit characteristics (e.g. a job -- real or
imagined; a memorable book title; a location),
then have volunteers draw one of each at random and
discuss it in a "talk show."
References
Bolte, A. "J. T. Lightning Strikes the Wrestling World
as a Bad Guy!" Wrestling World, no date available.
Crow, S. and C. Mortika. Pawns of Time.
Niles, IL: Mayfair Games, 1986. ISBN 0-912771-69-0
Swift, J. "A Modest Proposal."
This popular American essay is in many
Rhetoric texts and all over the Internet, including
HERE.
Vamos, M. "How I'll Become an American."
This article by an Hungarian writer is in many
Rhetoric texts and all over the Internet, including
HERE.
Odyssey
of the Mind is a movement that fosters
creativity in young people from elementary school
age through college. Through "performance," the
goal for participating teams is:
teams present performances that revolve around
a specific theme and incorporate required elements.
Past themes include "morphing" objects, animals
that express human emotions, and originating folktales.
Mark's
Guide to Whose Line is it Anyway? includes transcripts
of numerous improvisations performed on the popular TV show.
Carol Kehoe performs
with Shakespeare 70