The Harold
The Harold is the foundational long-form improv structure, serving as the "Latin" of the art form. Developed by Del Close and popularized through The Committee in San Francisco and later iO Chicago, it is a complex, collage-like structure that uses a single suggestion to build a series of interconnected scenes, group games, and thematic explorations.
According to the Upright Citizens Brigade Comedy Improvisation Manual, the Harold is not just a format but a training tool that teaches improvisers how to listen, find patterns, and connect disparate ideas into a unified whole. It is characterized by its three-beat structure, where three distinct storylines are established, heightened, and eventually merged. It represents the transition of improv from short-form games into a cohesive, long-form theatrical piece, demanding a high level of "group mind" and thematic awareness from its players. The Harold is often described as a "symphony" of improv, where individual melodies (scenes) are woven into a complex, thematic tapestry.
Structure
The Harold is a sophisticated long-form structure designed to facilitate the discovery and development of "The Game of the Scene." Historically, it has evolved from a rigid three-beat template into a fluid, organic form where the suggestion itself dictates the structural requirements.
Foundational Principles
The strength of a Harold is predicated on the "distance" between its initial components. Del Close famously used the Teepee Metaphor: the further apart the legs of a teepee are placed, the more weight the structure can support. If the first three scenes (Beat 1) are too similar in tone or context, the structure collapses under the weight of its own redundancy. To build a definitive Harold, players must ensure that Scenes A, B, and C are as disparate as possible, providing a broad thematic foundation for the eventual convergence in Beat 3.
This principle of distance extends beyond mere environment. It encompasses emotional temperature, character archetypes, and the "pace" of the scenes. If Scene A is a high-energy, physical comedy piece about two construction workers, Scene B should aim for a lower-status, intellectual, or perhaps more somber dynamic to ensure the show's "canopy" is as wide as possible.
The Opening: Thematic Harvesting and Vocabulary Building
The Opening (approx. 5-8 minutes) is the most critical phase for information sharing. It is not a scene, but a technical deconstruction of the suggestion. The objective is "Thematic Harvesting" extracts the underlying concepts, rhythms, and emotional weights of the audience suggestion to build a shared "vocabulary" that the entire ensemble can reference.
A successful opening operates on the level of "Group Mind" calibration. It is the moment where individual internal monologues are discarded in favor of a unified ensemble frequency. Every player must be hyper-perceptive, listening not just for words but for the "DNA" of the suggestion.
Common Technical Openers
- The Invocation: A ritualistic deconstruction where the ensemble stands in a circle and "calls out" to the suggestion as if it were a deity. This is executed in four rigorous, cumulative stages:
- Stage 1: It is (Physical/Literal): Players describe the suggestion's physical properties. (e.g., if the suggestion is "Clock," players say "It is gears," "It is circular," "It is brass.") This roots the show in sensory reality.
- Stage 2: It looks like (Visual/Metaphorical): Players bridge to visual associations. ("It looks like a heartbeat on a wall," "It looks like a circle of numbers waiting to be judged.") This begins the process of abstraction.
- Stage 3: It makes me feel (Emotional/Internal): Players shift to internal states. ("It makes me feel the pressure of an expiring deadline," "It makes me feel like I am wasting my youth.") This seeds the show with human vulnerability.
- Stage 4: It is (Symbolic/Transcendental): Players redefine the suggestion as a universal concept. ("It is the cage of mortality," "It is the rhythm of the universe.") This provides the high-level themes for the synthesis in the Third Beat.
- The Pattern Game: A semantic exploration of the suggestion, building a non-linear "mind map" that all players can draw from. This is a rapid-fire word association game where players step forward to contribute terms, categories, or anecdotal shards that branch off the original suggestion. The goal is to find the "A to C" connections, jumping two steps ahead in logic to find surprising thematic territory. For example, if the word is "Tree," a player might say "Lumberjack," the next might say "Flannel," the next might say "Grunge Rock." This creates a "thematic map" that avoids the obvious.
- The Armando Monologue: A player delivers a true, vulnerable story inspired by the suggestion. The ensemble must engage in "Editorial Listening," extracting the dynamic (the underlying behavior) rather than the plot. A story about a car accident isn't interesting because of the crash; it's interesting because of the "unearned confidence" of the driver or the "paralyzing guilt" of the passenger.
- Organic Opening (Sound and Movement): A non-linear exploration using abstract physical motifs and vocal patterns. One player initiates a repetitive sound and movement; others enter to complement, mirror, or heightening the energy. This builds into a "Vortex" of ensemble energy that resolves in a shared silence, establishing the non-verbal "vibe" of the show.
The First Beat: The Base Reality
Following the opening, the team performs three distinct, unrelated scenes (Scenes A, B, and C). These are the "DNA" of the Harold. The objective is to establish a "Base Reality" and identify the "First Unusual Thing," the Game of the Scene.
Technical Mandates for the First Beat
- The Initial Deal: Within the first thirty seconds, the players must define the "Who, What, Where." More importantly, they must define the "Relationship Deal," the emotional perspective they hold toward each other.
- Grounding and Transparency: As Mick Napier notes in Improvise, the strength of a scene is determined by the speed of the choice. Players should not "negotiate" the reality; they should state it (e.g., "Dad, I'm quitting the police force to become a clown"). This transparency allows the Game to emerge immediately.
- Discovery over Invention: The "Game" is discovered through reactions, not through pre-planned labels. Players look for the moment where their character's logic deviates from the real world.
- Ensemble support from the Backline: Non-active players must engage in "Active Emotional Listening," preparing to edit the scene the moment the Game has been clearly established and explored.
The Second Beat: Heightening
The team returns to the worlds of A, B, and C, but elevates the "Game." This is the "Technical Peak" of the show, where the logic of the "Unusual Thing" is pushed to its extreme.
- Time Jump: Showing the consequence of the First Beat's game at a different point in time. This is not a reset; it is an evolution.
- Analogy: Playing the same "Behavioral Pattern" (the Game) in a different setting with different characters. A doctor being "too honest" in Beat 1 becomes a bomb squad technician being "too honest" in Beat 2.
- Technical Heightening: Every response in the Second Beat must be a "Move" that answers the question: "If this unusual dynamic is true, what else must be true about this world?".
The Third Beat: Synthesis
The "Run." The walls between the initial scenes are removed. The goal is to show that the disparate parts of the Harold, the opening motifs, the three games, and the ensemble energy, all belong to the same thematic universe.
- Character Collision: Characters from Scene A enter the environment of Scene B.
- Thematic Closure: A symbolic motif from the Opening (e.g., the "Clock" from the Invocation) is physically or verbally resolved within a scene.
- High-Tempo Editing: The Third Beat often involves rapid-fire "Tag-outs" where the ensemble moves through the themes at a blistering pace, creating a "mash-up" effect that delights the audience's pattern-recognition instincts.
Group Games
Group Games are non-narrative "Palate Cleansers" that involve the entire cast. They are the "Lungs" of the Harold, allowing the ensemble to reset and reconnect between the focused duo-driven beats.
- The Ad Game: Satirical deconstruction of the theme through rapid-fire commercials.
- The Dream Game: Surrealist physicalization of a character's subconscious.
- The Transformation Game: The ensemble physically constructs a "Thematic Machine" using sound and movement.
- The Greek Chorus: A unified vocal response to the show's developments, providing an editorial perspective on the "Game."
Organic Evolution
Modern improv, as described in Art by Committee, has moved toward a "Fluid Structure." The formal beats (1A, 2A, 1B, 2B) become invisible, replaced by a seamless 30-minute piece of theater where scenes morph into games and back into scenes based on the "Group Mind's" intuition. This "Organic Harold" requires the highest level of trust and "Archive-Level Listening," where the ensemble "follows the heat" of the moment over the requirements of the template.
Scaffolding Complex Suggestions
The technical mechanics of the Harold can be used to scaffold complex audience suggestions:
- The Palindrome Harold: A mirrored structure where the second half of the show reflects the first half in exact reverse order, resolving in the opening's initial motif.
- The Baseball Harold: A structure where scenes are "innings" and group games are "seventh-inning stretches," using the sport's mechanics as an editing vocabulary.
- The Infinite Recursion Harold: A meta-theatrical structure where scenes exist within other scenes, eventually collapsing in a "God-view" synthesis that reveals the interconnectedness of all realities.
How to Teach It
Objectives
Teaching the Harold advances performers from individual competency to ensemble synchronization. The format introduces every major principle of long-form improv: listening, pattern recognition, thematic connection, and ensemble editing. Because the Harold demands both technical precision and deep group responsiveness, Harold pedagogy is typically structured as a multi-stage curriculum rather than a single session introduction.
How to Explain It
"The Harold is a long-form structure built from a single audience suggestion. The ensemble plays three interconnected storylines across two acts, connected by group games and an opening. The goal is not performance at any cost: it is to listen, find what is happening thematically, and trust that the group will bring it home. Everything comes from that one suggestion."
Scaffolding
Stage 1: The Initial Deal. Performers practice starting scenes by immediately defining their relationship and environment. Coaches emphasize that the first offers establish relationship, place, and stakes without negotiation. Conflict is not a game in itself; truth is the engine of the scene.
Stage 2: Heightening. This stage focuses on the logic of "if this is true, what else is true?" Performers learn the difference between plotting (adding new information) and heightening (exploring the consequences of existing information). Analogy drills, where a performer replays the same pattern in three different contexts, train the skill of thematic recognition over narrative addition.
Stage 3: Group Mind. The final stage is about following what is already there. Performers practice trusting that thematic connections exist in the shared space of the ensemble. Exercises like the infinite montage train performers to find connections through thematic resonance and physical motifs rather than narrative logic.
Common Notes
Coach performers to listen for the emotional truth of the suggestion rather than its literal content. A suggestion of "dentist" may yield a Harold about control, vulnerability, or trust. The suggestion is DNA, not a literal prompt.
Edit at peaks, not at pauses. The sweep earns its timing by landing on a laugh, a revelation, or an emotional high point. Editing into a lull teaches performers to rescue rather than build.
Common Pitfalls
Groups new to the Harold frequently plot rather than heighten: adding new facts instead of pushing the consequences of what already exists. The coaching question for this pattern is:
"What does this mean for what the group already established?"
The backline drifts when performers disengage during active scenes. A disengaged backline loses the listening that makes the Harold's synthesis possible. The backline is always in the show.
How to Perform It
The Ensemble
The Harold requires an ensemble that is technically proficient and emotionally synchronized. While it can be performed with as few as six players, the "ideal" number is generally considered to be 8 or 9.
The Dynamics of the 8-Player Team
An 8-player team allows for a balanced "Backline" and a clear division of resources. In a standard three-beat show, this provides three scene pairs for the first beat and two players who can focus on "Sweeping," providing environmental support, or leading the Group Games.
Ensemble Protocols: The Group Mind
Players must adhere to strict ensemble protocols to maintain the structure's integrity:
- Prioritize the Show: Individual "bits" or "jokes" that don't serve the theme are actively discouraged.
- Archive-Level Listening: Players on the backline must track every motif, character name, and "Game" to ensure the synthesis in the Third Beat is authentic.
- Active Support: If a team member is struggling, the ensemble must "Save" the scene through a "Walk-on" or a "Tag-out" that provides a new, clear dynamic.
- Emotional Neutrality: Players must enter the show with a "Clear Slate," ready to adopt whatever emotional frequency the suggestion and the ensemble dictate.
Audience Intro
The Harold is typically introduced with a brief format explanation and a single audience suggestion. A host can say:
"The Harold is a long-form show that takes one suggestion and turns it into a 25-to-30-minute performance. Everything you see tonight comes from that one word."
The host takes the suggestion, repeats it for the room, and hands the stage to the ensemble. No further explanation is needed. The opening sequence establishes the format through action.
Cast Size
The Harold performs best with eight to ten players. Eight allows three scene pairs across the first beat with two players available for sweeps and group-game support. Larger casts introduce coordination overhead. Six-player Harolds are possible but reduce the structural options available in the third beat.
Staging
The ensemble stands on the backline at the start of the show, a line across the back of the stage. Performers hold a neutral, forward-focused posture: physically ready, emotionally present. The opening sequence breaks from the backline and returns to it.
Scene transitions are physical and decisive. Sweeps read clearly from the house. Tag-outs must be fast enough that the new scene begins before the audience processes the edit.
Wrap-Up Logic
The Harold wraps when the third-beat synthesis resolves the central theme established by the opening and the first-beat scenes. The ensemble typically ends together, either by holding a final image, delivering a last line that lands the theme, or using an ensemble sweep that signals collective agreement that the show is complete. Shows run 25 to 35 minutes.
How to Promote It
"The Harold is the symphony of long-form improv, a 30-minute living collage that transforms a single audience suggestion into a complex tapestry of characters, connections, and comedy. Experience the format that defined a generation of SNL stars and sitcom writers. It is high-wire theater, written in real-time by a single collective mind."
Branding Strategy
Promote the Harold as "Sophisticated Theater" rather than "Clownish Comedy." Use the language of "Complexity," "Interconnectedness," and "Discovery." The branding should emphasize the "One-Night-Only" aspect, that these connections will never be seen again. This creates a sense of "Urgency" and "Exclusivity" around the performance.
History
The Harold was famously named in 1967 in San Francisco during the tenure of The Committee, an experimental theater group. When Del Close asked the group what they should call their new, unclassifiable long-form structure, Bill Thurlow responded, "How about Harold?". The name was an irreverent reference to George Harrison's hairstyle in the film A Hard Day's Night.
The Chicago Foundation: The Pedagogical Science
While its name was accidental, its technical refinement was anything but. In Chicago during the 1980s, Charna Halpern and Del Close at iO Chicago (then ImprovOlympic) transformed the Harold from a loose experiment into a rigorous pedagogical system. Their 1994 book, Truth in Comedy, became the "Bible" of long-form improv, establishing the Harold as the foundational curriculum for improvisers worldwide. They advocated for "Art by Committee," where the individual ego is submerged into the "Group Mind," and comedy is derived from the "Truth" of human reaction rather than the invention of jokes. This Chicago lineage remains the "Gold Standard" for technical depth and thematic integrity.
The New York Evolution: The Logic of the Game
In 1996, the Upright Citizens Brigade (Matt Besser, Amy Poehler, Ian Roberts, Matt Walsh) brought the Harold to New York City. They felt the Chicago style had become too "mystical" and "ritualistic," and sought to ground it in a more analytical framework. They codified the "Game of the Scene" as the engine of the Harold, focusing on a logic-driven approach to heightening. "If this is true, what else is true?" became the technical mantra of the UCB style. This "New York Harold" emphasized high-energy, fast-paced comedy and a relentless focus on the "Unusual Thing," stripping away the more avant-garde elements in favor of a clean, reproducible science.
West Coast Expansion: The Narrative and The Screen
The Harold returned to the West Coast with the founding of iO West in 1997 and UCB LA in 2005. Los Angeles became a crucible where the Harold's technical structure was adapted for film and television. The "Narrative Harold" emerged, where the interconnectivity of the beats was used as a brainstorming tool for sitcom pilots and cinematic storytelling. The Hollywood influence brought a high level of professional polish and a focus on "Tight Ensemble" work, ensuring the Harold remained relevant in the world of professional entertainment scripts.
The Dirty South Context: Regional Resilience
In Chapel Hill, North Carolina, the DSI Comedy Theater, founded by Zach Ward, developed its own distinct iteration of the format: the "Dirty South Harold." This version was a high-octane response to the coastal styles, emphasizing aggressive heightening, visceral energy, and a commitment to the "Long-Run" Harold that pushed the ensemble's endurance to its limits. The DSI contribution demonstrated that the Harold's structural integrity could be adapted to unique regional cultures, proving its status as a truly universal art form.
International Proliferation
The Harold's adoption outside the United States was a pivotal moment in its history, turning it into a global grammar for the craft. In Toronto, the Impatient Theatre Co., founded in 2001 by Kevin Patrick Robbins, was the city's primary vehicle for the format. It built direct relationships with iO Chicago and UCB NY, ensuring that the Toronto version of the Harold was as technically rigorous as its American counterparts. The training center became an improv university, producing a generation of Canadian performers who mastered the format's complex mechanics.
In the United Kingdom, teams like The Free Association in London have made the Harold a signature structure for training and performance, adapting the Chicago-style long-form to British sensibilities of irony and social subtext. Similarly, the format has become a fundamental part of the Australian landscape, with Improv Theatre Sydney and The Improv Conspiracy in Melbourne treating the Harold as the international language of long form, using it as a crucial entry point for exploring deep themes in ensemble performance. Today, the Harold is more than a format; it is a shared technical manual that allows an improviser from London to step onto a stage in Chicago or Sydney and immediately contribute to an ensemble, connected by a shared history and a global structural logic.
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The Deconstruction is a long-form improv format that takes a single opening scene and systematically revisits its elements from different angles, time periods, perspectives, or contexts. Each subsequent scene deconstructs an aspect of the original, exploring a character's backstory, a theme's implications, or a relationship's origin. The format demands structural thinking, the ability to identify multiple entry points within a single premise, and the ensemble skill of building an interconnected web of scenes that deepen the audience's understanding of the original material. The Deconstruction rewards analytical improvisers who can identify the richest elements of a scene and expand them into full explorations.
Slacker
Slacker is a long-form format built around a naturalistic, low-key performance aesthetic. The format prioritizes unhurried conversation, authentic character behavior, and organic scene discovery over high-status games or plotted narrative. Slacker scenes find their material in the texture of everyday life: the ordinary interactions, minor conflicts, and quiet moments that conventional improv formats tend to skip past in favor of more theatrical events.
Montage
Montage is a long-form improvised format in which performers present a series of thematically connected scenes inspired by a single audience suggestion. Scenes are linked by shared ideas, recurring motifs, emotional resonances, or occasional character callbacks rather than a continuous plot. The format's strength is its flexibility: any scene can follow any scene as long as the thematic connection holds. Montage is one of the foundational structures in Chicago-tradition long-form improvisation and is among the most widely performed long-form formats worldwide.
Diamond
The Diamond is a long-form improv format in which scenes expand outward from a single opening scene like the widening shape of a diamond, then contract back by revisiting those scenes in reverse order. The symmetrical structure creates a satisfying narrative arc in which themes introduced early are resolved, deepened, or recontextualized as the show returns to each scene. The Diamond rewards careful listening, thematic tracking, and the ability to make callbacks that add meaning rather than simply repeating earlier material. The format offers audiences a clear structural logic that makes the connections between scenes easy to follow while still allowing for improvisational surprise.
Tapestry
Tapestry is a long-form format in which multiple seemingly unrelated scenes are played across a full show, gradually revealing thematic, character, and narrative connections between them. The full picture emerges only as the show progresses, requiring ensemble patience, callback discipline, and trust that the disparate threads will cohere. The format rewards thematic awareness and is named for the way its elements, invisible in isolation, reveal their pattern once complete.
Performance Gallery
Watch archive-linked performances, workshops, and demonstrations connected to this structure.
The Reckoning performs perfect Harold - Part 1
whatisjazz
External Resources
How to Reference This Page
The Improv Archive. (2026). The Harold. Retrieved March 17, 2026, from https://improvarchive.org/formats/harold
The Improv Archive. "The Harold." The Improv Archive, 2026. https://improvarchive.org/formats/harold.
The Improv Archive. "The Harold." The Improv Archive, 2026, https://improvarchive.org/formats/harold. Accessed March 17, 2026.
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