* PUNCTURE STILL WATER This is a score for three or more players of any musical instrument or sound producing device. ** PREPARATIONS Puncture Still Water (PSW) should scale to any number of players, given certain pragmatic constraints. All players must read and understand the score. PSW requires two flags, one red and one black. Stiff sheets of cardboard or other indicators may be used, but in this score we will refer to them as flags. All players and flags must be positioned so that all players can see both flags. One player is appointed the conductor. This is usually the instigator of the event, but may also be selected by drawing straws or voting. The total duration for the performance is decided by the conductor. The conductor must make sure all other players are also aware of the duration. Conductors should avoid choosing durations longer than fifteen minutes. One player other than the conductor is appointed the interrupter. This must be done in secret, so that nobody knows who the interrupter is but the interrupter themself. To accomplish this, a deck of playing cards is prepared with one card per player other than the conductor, such that the ace of spades is in the prepared deck. Each player other than the conductor is given a card at random, and the player who receives the ace of spades is the interrupter. No player may reveal, hint at, or even think about whether or not they are the interrupter until the appointed time in performance. This point must be taken very seriously, so that the interruption is as much of a surprise to everyone as is possible. Players must be able to manipulate their instrument to create a very long uninterrupted drone sound, possibly several minutes in duration. This precludes certain instruments, such as the human voice, some drums and percussive instruments, and so forth. It is permissible to play stringed instruments if they are bowed, or if playing techniques are used to mute the chirps of plucking. Electronic and computer instruments are ideal. Players with instruments that are not capable of producing drones of very long duration may remain silent until the appropriate point in the score. Players may or may not collude to plan further structure for their playing in preparation, for example, by preparing a small chart. Players should only assume, however, that other players will play according to the score: additional constraints need not be adhered to. ** PERFORMANCE After all preparations have been made, the conductor raises the black flag. When is is reasonably sure all players are aware he has raised it, he lowers it, and the sound begins. *** STILL WATER Players immediately create a drone sound meant to evoke a lake of still water. This sound must not fade in, but begin immediately mezzo-piano upon the conductor lowering the flag. This sound must remain very steady in tone, timbre, and loudness, and must not change in perceptible ways until the next part of the composition is reached. Players must pay strict attention to what is going on, despite the monotony of the performance of this phase of the composition. Just like still water, they must react immediately and naturally to the interruption to come. *** INTERRUPTION The interrupter decides upon a time to interrupt the still water. This should not occur too near the beginning or the end, but it should surprise everyone. It must be abrupt, very loud, and violently different than the prior drone. All players should join in playing such a sound as immediately as possible. The interruption can take one or both of two forms, all players must be ready to respond to either. If the interrupter is sure they can make a sound with their instrument that will get the attention of all other players, he or she does so. If there is some doubt, the interrupter may rush to the red flag and wave it. In either case, all other players must join in playing the interruption, rather than still water, immediately upon realizing what is happening. The transition should be immediate and jarring. Anything loud, other than a drone, will work. Players continue to play interruption at maximum intensity for five to ten seconds after it begins, and then slowly begin to move the sound back to still water. Return to stillness should go so slowly that the state of complete stillness, droning, should not be reached by the end of the piece, but not so slowly that the change is unnoticeable. *** END At the end of the stated duration, the composer raises and lowers the black flag. As it lowers, all sound from all players stops abruptly. ** NOTES Try to have as few observers as possible. In an ideal performance of puncture still water, there will be no audience: everyone present will take part as a player. With many players of electronic instruments, it may be prudent to do a short level check before performance begins, so that the still water part of the score is not too loud. It is remarkably easy for such a simple score to go wrong, as one player can accidentally begin the avalanche of interruption by making a mistake in playing. At the same time, the surprise and spontaneity of the performance is lost if it is rehearsed at all. With larger numbers of people, it is prudent for someone familiar with the score to run through its sequence once without sound of any kind, just marking the flags for beginning, interruption, and ending, reviewing the choices performers can make at each juncture, reminding them to play medium soft in the beginning, and to be ready to stop abruptly at the end, and so forth. Also, or instead, just embrace any and all mistakes for the especially surprising conditions they provide.