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Lesson Plans - Devising
Lesson Plans - Devising
Devising
by Jeni Whittaker
This Digital Theatre+ Lesson Plan aims to furnish a number of tools and
strategies for students producing devised work as part of their
assessment. Written by Jeni Whittaker of DramaWorks, this invaluable
guide encourages improvisation, creativity and the use of imagination in
order to create a performance which will be judged on its effectiveness as
a piece of theatre.
CONTENTS
THE SESSIONS
These six sessions have been designed to last for 60-75 minutes and are
suitable for for Key Stage 4 and above. They are an ideal starting point for
all examination syllabuses, every one of which requires devising as a key
component.
For 40-45 minute sessions, follow the clock and take the DT+
Fast Route. This route will cut out some suggestions, but leave a
residue that encompasses the most important points.
EXAMINATION BREAKDOWN
All the examinations break down their allocation of marks between three
areas:
• Process
• Product
• Evaluation.
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The PRODUCT expects the whole group, and each individual within
the group to:
Some examination boards set a stimulus as a starting point for the devising
process. Others leave all choices open. These sessions are about starting
the process. Whether you have a given stimulus or an open choice, you
still need to begin somewhere.
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STARTING POINTS
Then there are those who mix both of these. There may be the seeds of a
story – for instance a folktale or a myth – which is explored through
unusual, often archetypal, characters from the outset. The story is
the loose structure on which are hung a variety of surprising or
larger-than-life characters. British theatre company Kneehigh use this
approach, and so, often, does Peter Brook.
The above are just the most usual starting points. There are as many
approaches to devised theatre as there are theatre companies.
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SESSION ONE: GROUP COLLABORATION
Whatever the project that the group ends up with, whatever its style, form
or eventual subject matter, devising requires the ability to collaborate with
others.
All performance groups (e.g. Frantic Assembly, Kneehigh) that use devising
as a key part of their approach will start their day with exercises like the
following.
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WARM-UP
This warm-up is adapted for the studio from a Kneehigh exercise (they do
their version outdoors). As well as being a useful warm-up, it also relies on
group collaboration and teamwork.
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The leader will call out instructions, as follows, but in any order:
• Forwards
• Backwards
• Touch
• Change
• Close eyes.
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MONSTER
This game works well with people of any age and involves every student
sitting on a chair scattered randomly around the room.
• The latter is the killer rule. So often a student will get up,
focusing on the fact that the Monster is heading for an empty
chair; he wants to sit in it to prevent the Monster doing so, but
by getting up he has allowed the Monster to shorten his journey
and to sit in that recently vacated chair instead! Groans all
round.
• When you first play this game with a group, the average time
for preventing the Monster sitting down is about a minute and
the whole group is running around like headless
chickens! Practice means they start to improve, especially on
the need to think and to work with the rest of the group.
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GRANDMOTHER’S FOOTSTEPS WITHOUT
GRANDMOTHER
• One person stands at one end of the room with his/her back to
the rest of the group. This is Grandmother.
• Tell the rest of the group to start the furthest end away from
Grandmother. They will attempt to creep up on and be the first
to touch him/her on the shoulder. The person who gets there
first wins and becomes the next Grandmother.
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MEXICAN WAVES
• Vary this by having the class in two staggered lines facing each
other and ask them to progress the movement back and forth
across the lines so that, if all one line was counted in odd
numbers and all the other in even ones, the wave begins with
one, goes opposite to two, progresses diagonally opposite to
three, diagonally opposite again to four, and so on.
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• Try this all together at first to establish the speed and rhythm,
before staggering it as a group sequence where each one
starts when the one before begins on his teeth.
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CONNECTING NUMBERS
If your class is a large one, you will know that their eventual group project
will involve smaller numbers. Divide them up through a game as follows.
The game ensures that they have to work with a random, rather than pre-
planned, group of people.
• Get the whole group to move around the room at a fast pace.
They must concentrate on not bumping into anyone.
• Keep going until all are doing this and are matching each
other’s pace.
• Instruct that you are going to throw out random numbers from
two up to ten, while they continue to move at the same strict
pace.
• The first complete group to sit, all linked by touch, is the winner.
They must call 'Finished', at which point everyone else freezes.
It doesn’t matter if it was impossible for everyone to achieve the
number.
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SHAPES AND SOUNDS
After you have thrown out a few numbers and there have been a few
winners, and a few group tableaux – moving or still – call a number that is
as near feasible as possible: four or five, for example. This time, these
people are going to have to work together for the rest of the session –
though do not tell them this until the groups are complete.
• Give each group a title. For each title, the group needs to work
together to come up with a suitable movement, or series of
movements, done by everyone, which may be accompanied
by a sound or by repeated sounds.
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Doing a variety of group movements like the above are good
examples of finding different ways of moving and of keeping up the
idea of spontaneity or surprise. In chorus work, or the linking of
scenes in a group project, such group movements can be especially
useful.
FINAL EVALUATION
• What worked and what didn't as part of the last group movement?
• How could each be improved?
• How well did the group work together?
RESEARCH SUGGESTIONS
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SESSION TWO: RHYTHM AND MOVEMENT
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WARM-UP
• For Name Tag, the group plays just like an ordinary tag game.
The difference is that the victim about to be tagged saves
himself by calling out the name of someone else in the group.
That person immediately becomes ‘It'. This helps the problem
with most tags which is that ‘It' tires too quickly.
• This game is also good for group awareness. The victim shows
awareness of where people are in the room by calling out, if
they are sensible, the name of someone as far away from them
as possible!
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BOUNCE-BALL
• Call...bounce...catch...throw...call...bounce...catch...throw., etc.
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BOUNCE-BALL WITH MOVEMENT
• Next, the group breaks out of the circle and starts to move
around the room.
• Even though someone will be holding the ball, don't start to use
it until the whole group is moving in the same rhythm. Keep it
quite slow, so that it is not too difficult to avoid bumping
into other people.
• Numbers are not used this time; it is proximity to the thrower that
matters. But note – there can be long bounces if there is space
between people to do so.
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BOUNCE-BALL MIME
• Get back into the circle and put the ball aside.
MIMED FOOTBALL
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TENNIS CHARACTERS
• Divide into pairs. With an odd number, one could play against
two.
• Show these to the rest of the group - as many as you have time
for. If time is limited, concentrate on one or two pairs only, since
it is important to discuss the process of finding a character in this
way: through physicality and doing, rather than through pre-
planning.
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RHYTHMIC TASKS
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FINAL EVALUATION
Make sure that the session is discussed and evaluated at the end:
• Did they find it easy to make the transition from activity to character?
RESEARCH SUGGESTIONS
• If you are interested in finding out more about Artaud's ideas, there
is a DramaWorks resource: Artaud Through Practice.
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SESSION THREE: RELEASING THE IMAGINATION
Like the last session, you will be using rhythm. In this session, a relentless
beat helps to block off any inclination to logicalise or pre-plan. Room for
surprising connections is thus encouraged. Inhibitions will begin to be
broken down.
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WARM-UP
• Like all Boal exercises, the work the pair do together is about
co-operation; there is never an intention for A to try to catch
B out, so A must make all the moves of his palm possible for B
to do without breaking his hypnotised state.
Movements, therefore, must be slow and serene – slow
bending of B’s body back, to the sides, up and down, forward
and back.
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• A and B swap after a couple of minutes.
• Move on to fours or fives. Here, A lies on the floor and uses the
palms of the hands and the soles of his feet to work the Bs.
• Finish with the whole group. Here, the A figure simply stands
in the centre of the room and moves his arms and body in very
slow undulations. The rest of the group, who are all Bs, watch
and become hypnotised by some part of A’s anatomy (!),
placing their nose as close to it as they can without touching.
• Note that for a large group, you can ask people to become
hypnotised to a part of one of the Bs that are already attached;
sometimes it is not possible for everyone to become attached
to A. The results are the same, but the larger the group, the
slower A has to rotate.
• [N.B. Those following the asterisk* route can cut out some of the
stages of the above exercise. In this case move from the pairs
straight to the whole group hypnotism.]
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OBSESSION
• The group mills around the room at a calm and relatively slow
pace to begin with. As you mill, you pass by others in the group.
Every time you come close to someone you greet them in a
friendly way.
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There was quite a high degree of physical contact in the last
exercise. This can only be done successfully if the group trust each
other. Improvisation can only work when there is trust and
generosity between the performers.
B might answer “No,” but needs to add “But I'd like to” or something
equally encouraging. “No” is a slammed door. It is hard to progress
an improvisation if the door keeps shutting in your face.
Trust comes from knowing that the person you are 'playing' with is
doing everything he can to keep the ball in the air, to keep things
going.
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GROUP STORY
• Tell a story around the circle, each one adding a goodly piece
to that story.
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HAPHAZARD CONNECTIONS
• A opens the box and begins to pull things out of it. These
imaginary items can be anything at all, however absurd.
The task is to keep pulling one thing after another out of
the box…oranges, a fridge, a pair of shoes, a dog etc. No
attempt at realism or accurate mime is required. There
must be no chance to pre-plan.
• B (or both Bs) encourage and, if necessary, fill in the gaps with
a suggestion of their own. It is about quick thinking and
keeping a flow going.
• Swap over after a minute or two. Here, if you have two Bs,
they have the harder task of alternating, without breaking the
rhythm.
• You will find that this will take a short time at first. The rhythm
will break down. Swap over each time it does. Keep swapping
over until the pairs can manage longer – at least half a minute
– without breaking down. This may sound like a short time
but try it on your own before giving this to the group to do; it
is not easy!
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HAPHAZARD CONNECTIONS 2
• Move onto a slightly faster rhythm with the next pair or pairs.
The rhythm should suggest to the participants the tone of the
'conversation' they are having.
• With each new pair, the rhythm gets faster, until the final one is
a frantic pace suggestive of panic or rage.
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These exercises encourage 'letting go': of inhibition, of logic.
Surprising things will happen and surprising connections be made.
They also enhance the need to work together in a focused way, as
well as the need to find the rhythm of a scene. Every dialogue,
every moment of a play, whether textual or improvised has its own
rhythm, which is only partly made by dialogue. The spaces between
the dialogue and the subtext behind the dialogue also have their
own rhythms, often conflicting.
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TEMPO-RHYTHM
Next, we are going to develop the above exercise into short sections of
dialogue.
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• A good way into a more complex beat like this is through
breathing. Don't start to move until your breathing, to match the
syncopated rhythm, has started to suggest who you are and in
what situation or place.
• Try an even faster rhythm. This will be more instant and will
quickly suggest a person and a place or situation.
• In every case, stop and talk with group about their findings.
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CHARACTER AND SPEECH THROUGH
IMITATION OF WATER
• Crashing waves
• Babbling streams
• Calm, still reflective lakes.
Think of water:
1. Choose an aspect of water.
2. Allow your body to reflect the aspect of water you are
thinking of. Allow that watery mood to fill your entire body
and move with it.
3. Move around the room.
• Start to make the sounds that fit your choice of water, whether
it is fast and babbling, or angry and assaulting the shoreline or
peacefully moving in and out with a hushing stir of pebbles or
lying calm and placid, gently lapping against some obstacle but
full of hidden depths.
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• Though the movements may be toned down a little, something
of it needs to remain as part of the character. For instance, the
babbling brook may spill over into babbling speech, hardly
pausing for breath, but the spilling and overflowing gestures
need to be part of it.
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CHARACTER AND SPEECH THROUGH
IMITATION OF A BALLOON
• Make sure that they all feel the confinement of being held
down by the string when all they want to do is to float away.
Then they will feel the full effect of being let go.
• Of course, not all students will react the same way to freedom;
some may feel lost and panicky. Whatever the reaction, a set
of feelings will emerge which can be formed into a character in
a particular situation.
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FINAL EVALUATION
As always, make sure there is time for discussion and evaluation at the
end.
RESEARCH SUGGESTIONS
• Students might find interesting the interview with Alecky Blythe, who
specialises in Verbatim Theatre. Since Stanislavsky is mentioned in
this session, the idea of using interview techniques with real people
to create a piece of devised theatre might give them ideas of yet
another way in to building a devised script.
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SESSION FOUR: TWO+ONE
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WARM-UP WITH DIALOGUE
• Vary the speed of this so that very fast movement – but not out-
of-control running – is interspersed with slower speeds.
• When they are used to the grid, instruct that on the next hand-
clap they will make their way to the person nearest to them.
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• Keep the dialogue brief – a few seconds only – before they
have to go back into the grid until the next signal to stop, when
again they find the nearest person – a different one if possible
each time.
• This time, with a partner, they are to develop it further. They will
quickly discover that it probably won't get far. Don't warn them
of this – it is a discovery they ought to make themselves. Show
as many as you need to make this point and then allow the
students to discuss why they think it runs out of steam.
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ADD ONE CHARACTER
• 41
The main point to bring out of this work is that whatever the
situation, if you are using naturalistic characters, there needs to be
conflict or a difference of opinion of some kind. This is so even in a
monologue, where the character is usually having a conversation
with himself and putting over two or more points of view, or he is
raging against someone who is not present - a god, or Fate perhaps.
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A DETAILED SCENARIO WITH
ADD-ON CHARACTERS
This is where we start the action, which can work with a couple of
chairs together to represent the sofa. The woman is trying to fit
her dead husband under the sofa when there is a knock on the
door. The apartment block is a well-to-do one. Our lady
remembers that she invited a friend or two to morning coffee,
because her husband is supposed to be out playing golf.
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Suspense is kept up by the audience being in the know. Much
depends on the leading character, who needs to help build
suspense every time anyone comes close to that corner of the sofa
from where her husband's feet, inside the rug, protrude. Choose a
capable actor for this. She must have the skill to remember that on
the inside she is working in a tempo-rhythm of panic, which is being
disguised so far as the actor is able. Yet that panic will emerge at
times, when she fears discovery, and will add to the suspense.
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FINAL EVALUATION
When you have had a group try out the above scenario, discuss with the
whole class, some of whom will have remained as audience for this
exercise, whether it could be expanded further.
• In what ways?
• Might there be room for a spin-off into the other characters' lives?
• Would it end up a comedy or a tragedy?
This discussion too will mimic the kind of way the whole group needs to
work throughout the devising process.
RESEARCH SUGGESTIONS
The company aims to bring to light the stories of the Black British
experience. This might give students ideas of how few white residents in
the UK know what it is like for different races living alongside them. An
interesting group project might arise out of telling one of these hidden
stories. Perhaps this could be linked with the idea of Verbatim Theatre,
researched in the last session: real people talking about their own
experiences, honed into a compelling piece of devised theatre.
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SESSION FIVE: STARTING WITH CHARACTERS
Most devising comes out of improvisation. Sitting and talking about an idea
at too early a stage of development will freeze the idea dead in the water.
Devising must be an active process, involving all members of the group.
Gecko Theatre and Kneehigh, for instance, both have their technical crew
as integral parts of the devising process. They work with the actors from
the beginning.
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For the purposes of your examination, even those students who are more
involved as technicians need to take an active part, as described above.
Similarly, all actors need to think of the technical details and have a say in
every area of the creative purpose. After all, your final devised piece will
be judged on whether it works as a finished piece of theatre. That means
it has to include all the elements of theatre that are necessary to make it
as good as it possibly can be.
In these last two sessions we are going to look at alternative starting points
for the devising process. Most of these alternatives result in extreme or
interesting characters. So, rather than being led by a story or situation, we
will explore whether coming up with a group of diverse characters might
be profitable ground for a project.
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VOCAL WARM-UP
Start with one of the brief warm-ups from earlier sessions, or a simple tag,
to focus them, then move on to a warm-up of the voice as follows:
• Stand in a circle.
• Make eye contact with someone else in the circle and throw,
bounce or roll the ball to that person.
• Keep this ball moving around the circle with each new
recipient of the ball inventing sounds to accompany the way
they pass the ball on.
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SOUNDS WITH EMOTION
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SCENARIO USING VOCAL SOUND
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EXERCISE USING STATUS
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USING ARCHETYPES
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• You can use the situation of an adult folktale, such as the
Mother and Father squabbling over the fate of who their
daughter (the Heroine) will marry. The Father favours an
arranged marriage which will bring riches or increased land for
himself, while the Mother wants her daughter's help around
the house or with the younger children for as long as possible.
However, the Heroine wants something else entirely…
FINAL EVALUATION
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RESEARCH SUGGESTIONS
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Objectives: With a final clutch of practical tools and ideas, the aim
of this session is for individual groups to come up with a short
scene which uses the tools and ingredients introduced in previous
sessions. For this project, the extra ingredient of environment is
thrown into the mix.
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WARM-UP
• Bend at the waist and slowly relax the upper muscles until the
torso feels relaxed and heavy.
• Start to bend the knees so that the relaxed hands hover just
above the floor.
• Allow the body, still as floppy as possible, to roll onto the back.
• Tense the muscles section by section, starting with the feet and
moving upwards until the whole body is rigid and stiff on the
floor.
• Then, relax them again and get back into a standing position.
• Give the arms and legs a good shake to remove any remaining
stiffness.
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MOVEMENT WITH MUSCLE TENSION
• Try moving around the space using as few muscles and as little
energy as possible.
TENSION STATES
There are seven tension states. Try each one out, moving around
the space:
• Number 1 is the lowest and I equate it with how you might feel
in the morning after a heavy night partying: reluctant to move
but if you MUST move, then it will be with the minimum effort,
slouching, heavy.
• Number 2 I call Mr Cool. Too much effort would not look cool,
so the muscles are still pretty relaxed.
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• Number 4 is often called the Director. The Director is fussing
about things, a perfectionist. He wants everything just so: the
table moved three centimetres to the right, the chair one
centimetre to the left.
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A MINI DEVISED PIECE
Suggestions of props:
• Mobile phone
• Whistle
• Walking stick or crutch
• Sack
• Pair of sunglasses
• Handbag
• Dustbin
• Rug
• Photograph
• Newspaper
• Cuddly toy
• Doll
• Musical instrument
• Length of thick rope
• Length of thinner rope
• Hollow box.
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Suggestions of costume accessories:
• Chair
• Stepladder
• Raised rostrum
• Step or group of steps (usually used to access a higher
rostrum)
• Screen
• Standing spotlight
• Number of bamboo canes.
• Make sure that each group has at least one item from each of
the above lists. These things are extra ingredients, to add to the
mix of potential characters they have already experienced.
They can, of course, use characters or situations that have
interested them from any of the previous sessions.
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• The key is always belief. Use an object or prop with the belief
that it is what you want it to be and you will carry the audience
with you.
• Make sure there is time to show the results. Don't worry that
they will be short. In the time allocated, they cannot be anything
but. Something will emerge. A seed, perhaps; the germ of an
idea. This needs to be encouraged, by the rest of the group
watching as well as by yourself.
FINAL EVALUATION
The time you have for this exercise will depend on the size of your class.
With a smaller number of groups, there is room for more discussion and
evaluation. But at the very least, make sure that through their evaluation
they can:
a) Recognise the germ of a good idea that has room for expansion.
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If your class can manage this, then they have learned some important
lessons about creating a devised piece and, if you have gone through these
six sessions, they will also have a variety of different tools to apply.
RESEARCH SUGGESTIONS
• Other resources that can help you, apart from the ones suggested at
the end of each of the six sessions, include Devising Skills and
Exploring Physical Theatre, both by DramaWorks.
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