Article #16a.
A good way to stimulate skit-making skills is to provide the actors some starting points. When young people have not had much experience at creating original skits, it helps if they can start with a setting, situation, and character.
Prepare three cans or paper bags filled with cards or slips of paper. One can will offer different settings, the second a variety of situations, and the third a selection of characters. Skit teams draw one card each from the first two cans and enough cards from the third can to give each player a character.
Once your bunch are more experienced at creating skits, try some of these other ideas.
Announcer: Ladies and Gentlemen: Professor X will now give his address.
Professor: Ladies and Gentlemen. My address is 498 Maple Street. (Professor bows; announcer and professor exit)
(Two Scouts come on stage carrying a long pole. They prop it up, then stand back and look at it.)
Scout 1: Now, there are several ways we can figure out the height of this pole. How do you want to start?
(The Scouts unsuccessfully try various methods of estimation to calculate the height of the pole. The conversation goes something like....)
Scout 1: According to my calculations, that pole is about 2 m high.
Scout 2: There's no way. It has got to be shorter than that. Just look at it.
(This kind of exchange repeats several times as the Scouts obviously become more and more exasperated. A Cub strolls onto the stage.)
Cub: Hi! (he watches a bit) What are you guys trying to do?
Scout 2: We're trying to measure the exact height of this pole.
Scout 1: We haven't had too much luck, yet, but we'll get it.
Cub: Why don't you just lay the pole on the ground and measure its length?
Scout 1: (scornfully) Cubs!
Scout 2: I'll say. (To the Cub) Didn't you hear right? We want to know how tall the pole is - not how long it is!
Article #16b
Those Wonderful Machines
For the first two skits, decorate cardboard boxes as futuristic machines with lots of dials, cranks, buttons and, if you're really ambitious flashing lights. Include sound effects people, too, to "turn on" the machines on cue.
The cardboard box needs to be large enough to hold one of the players and various props. "Load" it and push it on stage, where a narrator explains that this marvellous machine has been invented by tonight's guest, Professor..., who will demonstrate its tremendous powers. He introduces the professor, who enters carrying a bag of his props.
The professor explains he has invented a wonderful machine that makes things grow. He proceeds to demonstrate. He pulls a small piece of paper from his sack, pushes buttons, etc., and throws in the piece of paper (sound effects, flashing lights). The player inside throws out a paperback book. The demonstration continues with small ball in, large ball out; piece of string in, hunk of rope out; etc. Finally, the professor throws in a baby doll. The player inside jumps out in baby clothes, cries "Daddy!", and chases him off stage.
The cardboard box needs to be large enough for a player to poke in his head. Face the opening away from the audience. Set up a striped pole and use a few other barbershop props. The "customer" wears a tight fitting light-coloured bathing cap to hide his hair and, over the cap, a long scraggly wig loose-fitting enough that he can shake it off when he needs to but well enough anchored that it won't fly off too early.
Barber is on stage. Customer enters and asks for a hair cut. Barber checks him out, announces he thinks this is a job for his brand new haircut machine, and convinces the customer to try it. Customer sticks his head into the back of the box and barber turns it on (sound effects). Customer yells, flails, flops and goes through incredible contortions, shaking off the wig in the process. Barber, unperturbed, turns off the machine. Customer pulls out "bald" head and races screaming off stage.
Six to 10 players sit in a line facing the audience, legs stretched out in front of them, left leg crossed over right at the ankle. The player at one end of the line asks the one beside him, "Is it time yet?" The question passes from person to person down the line. The last player looks at his watch and tells the person beside him, "No, not yet". The reply passes from player to player back up the line to the first person. Players send question and answer up and down the line three or four times, each time becoming more impatient and fidgety. Finally, the end player replies, "Yes, it's time now." The news passes from one to another up the line to the first player who says, "Oh, thank goodness! ". At this point, all the players uncross their legs and re-cross them right over left.
One player stands with his ear to a fence (an old painted sheet will work) as if listening intently. Several others enter to watch. One of them asks, "What do you hear?"
"Listen!" he says dramatically. They all listen, look puzzled. Another says, "I don't hear anything. "
"Listen!" first player says again. The routine repeats once or twice more. Finally, one player says with great disgust, "I don't hear anything!"
"Funny," says the first player, "it's been like that all day!" Players exit. ---
Article #16c
Five or six fishermen sit on the end of the dock (chairs), casting and winding in their lines. One fisherman is catching all the fish: the others have no luck. In turn, the unlucky ones ask the successful fsherman why he's doing so well. Each time, he mumbles a reply without opening his mouth, and nobody can tell what he is saying. When the last person asks the question, the successful fisherman sighs, spits into bis hand, and says, "You have to keep the worms warm." --from Akela Walt Vandekieft, 1st Port Wallace Cubs, Dartmouth, N.S.
You need two characters, one on stage and the other to rush on in a panic, swatting the air, looking desperate and yelling, "It's all around me, it's all around me!"
"What? What's all around you?" the first player asks. The other replies, "My belt, of course!"
Young and old enjoy roaming the seashore to pick up seashells, seaweed, driftwood, bits of fishing gear, bird feathers, polished stones, and many other things carried in with the tides and storms. You may even find objects from different countries, continents, or times. On a beach, it's easy to imagine far off places and events.
Imagine a troop sitting around a fire on the beach. Suddenly, a kelp-shrouded mummie appears, or an Indian Chief with seashell necklace and belt, seabird feather headdress, and driftwood tomahawk with a perfect stone head lashed to it with a piece of root. Or perhaps they hear a deep gruff voice and see Long John Silver before them with driftwood leg, crutch, and sword. He waves the sword, shouts, and shakes his seaweed covered head to reveal a kelp patch over one eye...
Skits inspired by and put together with simple items found on the seashore are fun for both Scouts and Scouters. Give the idea a try. --Troop Scouter Rick Cook, 1st Mananook Scouts, Grand Manan, N.B.
You need a furniture store salesman and a customer who knows what is happening. Before the salesman can sell anything, he needs stock. Call for volunteers from the audience: four to lie down to make the rug; three to crouch as the couch; one or two chairs; a lamp; and most important, one good natured fellow to get down on all fours as the coffee table. When all are ready, a customer enters and asks to see a couch. The salesman shows him the furniture, extolling its high quality and low price. He pays particular attention to the coffee table: beautiful, sturdy, mark and mar-proof, etc.
The customer shows some interest. The salesman pats and wiggles the coffee table to show how firm and steady it is, then picks up a cup (empty) and says something like, "See this cup of water? Pretend it's coffee. When it sits on this table, you know it will never spill!" He places the cup between the shoulder blades of the coffee table and jiggles it gently. "See!" The customer says he'll think about it and leaves. The dejected salesman dismisses all the furniture except the coffee table and leaves. The coffee table tries to figure out how he will get up without spilling what he thinks is a cup of water all over himself. Cheer him on! ---
Article #R34b
Ideal for a six or patrol, this skit calls for three or four members standing close together, backs to audience, as the wail; one to play an employee leaning against the wall; and one to play the boss. The scene opens with the employee leaning against the wall. The boss walks in, looking at some papers, sees the idle employee, stops.
Boss: You there! What's your name?
Employee: Billy Bob, sir.
Boss: Well, what do you think you're doing, leaning against that wall like you're holding it up.
Employee: But, I am holding it up, sir. (Boss splutters angrily, tells the employee what a useless, good-for-nothing he is. Employee protests, but in vain.)
Boss: You're fired! Get out! (The employee edges out along the wall, still trying to protest. The boss turns to audience: the wall creaks.)
Boss: Imagine! That lazy son-of-a-gun trying to tell me he was holding up.... (The wall noisily falls on the boss, who collapses under it with a scream.)
- Thanks to Akela Michael Nellis, General Wolfe Cubs, Sillery, Que.
You need two players and a behind-scenes person to move the fire (an artificial campfire with invisible strings attached).
The players sit by the fire, reading, doing a puzzle, etc. The fire moves slightly. They don't notice. It moves again; they don't notice. This continues until, finally, the fire is pulled off stage. At that point, one of the players looks at the other and says, "Looks like the fire's gone out again!" - thanks to Scouting (UK) magazine
Three Scouts are seated in a restaurant. A waiter approaches them.
Waiter : What'll you have?
Scout 1: I'll have a tuna on rye.
Waiter : Why tuna? Salmon's much better. And have it on whole wheat, it's healthier.
Scout 1: Okay, okay. Make it salmon on whole wheat.
Waiter : And you?
Scout 2: I'll have bacon and tomato on toast. And coffee.
Waiter : Bacon's not good for you. And coffee strains your heart. Have a nice roast beef
sandwich and a cup of tea.
Scout 2: Okay, make it a roast beef sandwich and tea.
Waiter : How about you?
Scout 3: What do you suggest?
Waiter : Who has time to make suggestions?
-Thanks to Colin Wallace, ARC (Training), Greater Toronto Region, Ont.
Player walks across the area scattering handfuls of leaves he takes from a big bag. Another player approaches and asks, "What are you doing?" 1st Player: I'm leaving! - thanks to Brenda Beckett, Owen Sound, Ont.
Article #R34c
Scene: Six to eight players sit around a table scattered with papers, a couple of water glasses, etc. They mime a discussion, some jotting down notes, etc. Enter the narrator, outfitted as a news reporter. In confidential tones, the reporter explains that this is an important meeting of the group committee, gathered on this occasion to make some very important decisions.
As the narrator says something like, "Let's see if we can get a bit closer to hear how things are going", the group at the table add some mumbling and unintelligible arguing to their mime. Occasionally, they punctuate the din with outbursts such as, "No, no!"; "I disagree!"; "That's better"; "No way!"; "That might work" and the like.
Finally, the hubbub dies, the group settles back. One member stands and announces, "Then it's decided; a 12-slice pizza with olives, mushrooms, lots of cheese, but hold the pepperoni."
All: Agreed! --Thanks to Brenda Beckett, Owen Sound, Ont.
Challenge each of the sixes in your pack to think up a skit using a blanket as their only prop. Give them about 10 minutes, then start the performances.
Scene: Two Cubs in a pup tent.
Cub 1: Tie up the flap. It's cold outside!
Cub 2: Oh, go to sleep and you won't feel the cold.
Cub 1: Oh please close the flap. It's so cold outside!
Cub 2: Jumps up, pulls down the flap, jumps back into sleeping bag). Now, there. Is it
warmer outside?
--Thanks to Scouter Frank Dembicki, Ft. Saskatchewan, Alberta
The secret to success with this series of quickies is to keep them moving along. You can have one doctor and different patients, but it may add greater rush and flurry if a different doctor and patient fly in and out for each quickie.
Pat: Doctor! Doctor! I feel like a set of drapes. Doc: Pull yourself together!
Pat: Doctor! Doctor! Am I going to die? Doc: That's the last thing you'll do.
Pat: Doctor! Doctor! Everyone keeps ignoring me. Doc: Next!
Pat: Doctor! Doctor! My back feels like a deck of cards! Doc: I'll deal with you later.
Pat: Doctor! Doctor! What's wrong with me? Doc: Have you had this before? Pat: Yes. Doc: Well, you've got it again!
Doc: You'll live to be 80. Pat: I am 80. Doc: See!
Pat: Doctor! Doctor! I've got insomnia. Doc: Don't lose any sleep over it!
Pat: Doctor! Doctor! My friend's doctor told him he had appendicitis and, two weeks later, my friend died of heart failure. Doc: Don't worry. If I tell you you've got appendicitis, you'll die from appendicitis!
--Thanks to Scouter Colin Wallace, Toronto, Ontario. ---
Three Scouts walk onto the stage, two of them carrying logs. The two carrying logs sit down and begin pounding the stage with them, making an incredible racket. They pause, and the third Scout announces, "How cave men tell time". The first two Scouts begin pounding again.
A voice from off stage yells, "HEY! CUT IT OUT, IT'S TWO A.M."
The cave men pick up their logs and exeunt all.
Four or five Scouts enter the stage (more can be accomodated) and stand facing the audience. The announcer explains to the audience, "If you listen quietly you can hear the sounds of the wilderness: the birds" (one Scout whistles a bird song, then stops).
The announcer continues: "... or the deer" (another Scout makes swishing sounds like a deer traveling through the brush, then stops).
The announcer continues: "... or the bear" (another Scout growls).
And so on, for as many Scouts has you have on stage.
Finally, the announcer says, "And if you are very, very quiet, you can hear the sound of the lost Boy Scout..." From offstage, you hear, "HEY! WHERE ARE YOU GUYS?"
As adapted by Jeff Brown, Kensington, NH (from a joke his den leader told him in 1978)
The Cast (respond when these words from the story are said aloud):
Old Chief: Stand, raise right hand and give a hearty "HOW!" in a low, loud voice.
Running Deer: Place open hands on side of head to make deer antlers, and stomp feet as if running.
Falling Rock: Stand, make a short whistling sound, then sit down abruptly with a loud "BOOM!"
Wilderness: One group howls like wolves; another raises sway- ing hands above head and make sound of wind blowing through the trees.
Babbling Brook: (Standing in front of audience for the entire storytelling) Gargles water with head back . . . until the story narrator says . . .
The Story:
Long ago, there was a small Indian (Native American) village. In this village lived an Old Chief with his two sons, Running Deer and Falling Rock. This village was situated deep in the Wilderness, next to a Babbling Brook [pause], Above a Waterfall.
The Old Chief, knowing he would not live forever, decided it was time to choose one of his sons to take his place when the time came to pass on. "But, which one?" pondered the Old Chief. And he devised a plan: Running Deer and Falling Rock were sent off into the Wilderness, far from the village-next to the Babbling Brook [pause], Above the Waterfall. The Old Chief had told the lads, "The one of you who is able to live out longest in the Wilderness will take my place as Chief."
Much time passed. The Old Chief feared the worst, and began to worry. "How long will it be before the return of Running Deer and Falling Rock?" thought the Old Chief. Soon after, a member of the tribe announced the approach of the beloved son, Running Deer. The Old Chief was very happy, and threw a grand celebration. For his first son, Running Deer had returned to the village - next to the Babbling Brook [pause], Above the Waterfall. The ordeal was over, and scouts were sent out into the Wilderness to find and return Falling Rock to his village, where he would become Chief someday.
Many moons went by (as happens in Native American stories). The Old Chief, now passed on (sorry), never saw the return of his younger son, Falling Rock. Falling Rock has never returned from the Wilderness to his village-next to the Babbling Brook [pause], Above the Waterfall. His brother, Running Deer, still looks for him.
We know this because, all along the highways and byways of New Hampshire and Vermont, we still see the signs [show sign if you made one]:
WATCH_FOR_FALLING_ROCK
This is how the story ended until, in 1990, a small child sit- ting in the front row at a campfire (just like this one) raised a hand, and with a serious look said in a voice that was loud and clear, "I know where he lives!"
So the narrator of the story asked, "Where?"
The answer came back, "He's in Pennsylvania!"
The child had been touring with family and had seen this sign [show sign if you made one]:
FALLING_ROCK_AHEAD
At camp this year the staff had a running joke with "Captain Obvious." Things like this.
Boy, up front, can't get boots off. From a distance you hear CAAAAP TAAAAN OOOOB VIII OUUUS. The super hero wearing a cape, mask, and big "O" on his just runs up and says "You know Billy, It would be easier to take off your boots if you untied them".
Great gag easy to come up with others.
Dave Van Ess
Last edited: February 22, 2004
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