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like a single tree in a clearing to tie 13 to

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The tree could have branches that look like arms or claws around the 13

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We should research common fear responses and coping tactics, like fight or flight but also the effects of long term stress and danger.

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How do we make the moments game more memorable?

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The run time of show itself is on the shorter side so we have a lot of opportunity to add in blocking moments that help demonstrate the relationships of the characters or what they're doing in the game

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i low-key love the idea of them just being dressed like how we would be, nothing fancy It will also make the story more relatable to the audience

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I think it would be interesting if all the characters brought a sentimental item or object with them into the game that reflects their happy place or their goals etc.

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what do they dream when they aren't dreaming the rules? Because 2 implies they all have the same dreams in their line "I have the same dreams as you but I have one that is my own" 

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what do they dream when they aren't dreaming the rules? Because 2 implies they all have the same dreams in their line "I have the same dreams as you but I have one that is my own" 

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I like the drapes and projections in this staging because I do NOT want to build 8 million trees

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are they all a certian age or grade or is it a range

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We start the play in different area of the theatre standing. Like we all woke up and are making our way to the forest and the sacrifice tree.

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Are they picked as some sort of punishment for their actions/fear??? Is it randomized??? Is it just malicious???

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I think we need to make sure that each scene has different objectives and figure out the reason why that moment is the one that needs to be shown. Some scenes also need to have less stakes than others, otherwise the show is gonna have the same feeling and tone that could be a bit boring

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Why do they keep playing the game? If they don’t have too?

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Why do they keep playing the game? If they don’t have too?

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Are they in pajamas?

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I think that we should do a lot of character building activities. I think it would help us not be so similar, we don’t want the tone (idk how else to put it) of the whole show to be the same.

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When they go back to school, do the people who didn't play the game have a way of knowing who died? Are there  announcements to celebrate them, since thirteen said it was like an honor to help with the sacrifice? Or is that only said to brainwash them into playing the game?

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When they go back to school, do the people who didn't play the game have a way of knowing who died? Are there  announcements to celebrate them, since thirteen said it was like an honor to help with the sacrifice? Or is that only said to brainwash them into playing the game?

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What time period are we in?

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has there ever been like a form of rebellion that has changed or edited the games? do the students know about it?

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What if the 'school' is a laboratory of some sort? like the government is testing something on them or something like that. I feel like a stranger things feel about this whole thing.

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I think the idea of people never leaving the scene would be very cool. We briefly talked about it but if we discussed and blocked it so that the audience felt as though they were in the forest with us and playing the game then it could make for a really cool show.

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I’ve seen some images of the other performances and it says that all the characters are all related through a similar colour through their outfit and I think it would be cool if we can find a colour to either reflect or something like that.

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There are only two times where all thirteen kids are together - The sorting and the offering (I believe they are all at the offering anyways) How can we have interesting character interaction when everyone is together rather than apart

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who decides who plays the games

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I’d really like to continue the conversation we had about interesting staging. I like the idea of using the entire theatre as a stage and having scenes happen not on stage. I also think we can really explore some interesting lighting, exploring the idea of silhouettes and shadows, such as lighting the active scenes but embracing the thriller aspects by having actors move in the dark. I also think it’d be cool to have the dark silhouette of the tree and 13 looming center stage throughout the show. We could also think about maybe placing some set pieces like various foliage that we have throughout the audience. WHAT IF THE SIGNALS WE’RE IN THE AUDIENCE SEATS IDK

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Listen guys I know this looks crazy but I like that they’re all wearing just like the same pattern in different ways as their school uniform. I think we should match and be cohesive but not wear full schoolboy uniforms.

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They should definitely be complex because they have to do something to them like four was doing

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I would like to keep the staging within the house, and like action just moves on and off the stage and everyone else explores the theater as if it is the forest EXCEPT for 13 until all 3 of the thingys is found, then everyone exits off stage right or left when going back to the school

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I guess I didn’t consider that the boxes would have tech because so much of the game is like ritualistic

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IF WE ARE ALL IN SIMILAR ESQU SCHOOL UNIFORMS THEYRE PERSONALITIES CAN COME THROUGH THEIR SHOES AND ALSO HOW THEYRE HAI IS STYLED

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here is a website with all the symbolism of the number 13 and how it could be prevalent in some way to the story as a whole!

https://www.ridingthebeast.com/numbers/nu13.php

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Not to be angsty but the monster reminds me of that abyss quote where “If you gaze long into an abyss, the abyss will also gaze into you"

The scary part is supposed to be the vastness of unknown of what could happen to them, and that whatever you imagine is scarier than whatever we could put on stage. I also think maybe part of the horror is how they almost willingly sacrifice their friends even though they don’t know for sure what will happen to them, the abyss gazing back at them.

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The signal noise should be SCARY but also Ms. Diaz suggested it’s like echo location or like a dog whistle where after the initial noise it’s less obvious or loud.

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I think it would be interesting if the signals could not only be like markings maybe unknown to the players or give out a mysterious message but also letting putting out a loud siren or maybe monster sound

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If the monster thing gets 7 and 13, does it affect the game? Why is the person doing the offering so important? And why would they be scared to do the offering?

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I think it would be really cool if the tree was like huge. I know that we don’t have a lot of time to do a bunch of set stuff but the tree is the only set piece we would need. It could be center stage and the branches could be suspended above the stage (we could hang them from the cats.) We could also paint the front to be detailed and a little spooky but it would be cool to make it big and prominent since it’s a big part of the show.

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how about the noise has an initial loud sound and then it fades out into like an echo, so it is like they don't know for sure where it is and it blends into the whole forest/liminal space/nightmare vibe

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How do they feel about playing the game? Nobody seems like they want to be there but they feel like they must play, why?

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How do they feel about playing the game? Nobody seems like they want to be there but they feel like they must play, why?

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Since it’s at night maybe we could have crickets sounds in the back, flashlights, low blue lighting, a moon and all that fun stuff 

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Since it’s at night maybe we could have crickets sounds in the back, flashlights, low blue lighting, a moon and all that fun stuff 

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It would be a really cool idea if we never really had stage lights but the lights were just flashlights, lamps, etc. It would make it a lot darker and would make the audience feel like they are more connected to their experience and what is happening. For separate scenes we could have very soft stage lights so that they are seen but keeping it very dark and kind of spooky.

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Relationships? Who’s friends who’s not? 

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Relationships? Who’s friends who’s not? 