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Woodshed | By PEtER ERSKInE<br />

Don’t Be A ‘Jerk’—Play<br />

the Comping game<br />

The knee jerk is a common diagnostic tool used<br />

in medicine, that reflex tested by the doctor<br />

tapping just below the knee, which causes the<br />

lower leg to suddenly jerk forward. This has become<br />

such a common procedure that it has given<br />

rise to the adjective “knee-jerk,” as in a knee-jerk<br />

reaction. Knee-jerk in this figurative sense means<br />

“readily predictable to the point of being automatic.”<br />

It often carries a negative connotation and conveys<br />

an overly hasty, impulsive, irrational response<br />

based on a preset idea.<br />

This concept could easily be applied to the<br />

musician who reacts automatically or even without<br />

thinking when playing in an ensemble setting,<br />

more specifically a drummer who comps or otherwise<br />

embellishes the act of timekeeping with<br />

rhythmic choices that are not so carefully chosen<br />

as much as played out of habit. Muscle habit is<br />

deadly to the creative enterprise, yet so easy to put<br />

into play time and time again. And the drummers<br />

who do this are the same ones who complain or<br />

admit that they’ve reached a creative wall.<br />

I’ve encountered this in my own playing, and I<br />

see and hear it in the playing of my students at<br />

University of Southern California and wherever I<br />

travel. I decided to combat this malady with a bit<br />

of creative fun/play: Welcome to “The Comping<br />

Game.”<br />

Rules Of The Game<br />

The rules of The Comping Game are simple but<br />

very important to follow:<br />

• The ride cymbal may not change from its ride<br />

pattern (see Example #1).<br />

• The hi-hat may not change from sounding<br />

on beats 2 and 4 as played by the foot (see<br />

Example #2).<br />

• Dynamics must be varied.<br />

• Tempos must be varied.<br />

• Song choices must also change.<br />

• A “sameness”-detector algorithm should be<br />

activated in your brain—the goal is to compose<br />

and be creative.<br />

• Each Level of Play (levels 1–10) has its own<br />

rules that must be adhered to. Here is a complete<br />

list of the sequential note-choice menu:<br />

Level 1 – one snare, one kick.<br />

Level 2 – two snare, one kick.<br />

Level 3 – one snare, two kick.<br />

Level 4 – two snare, two kick.<br />

Level 5 – three snare, one kick.<br />

Level 6 – one snare, three kick.<br />

Level 7 – three snare, two kick.<br />

Level 8 – two snare, three kick.<br />

Level 9 – three snare, three kick.<br />

Level 10 – play what you’d like to hear!<br />

74 DOWNBEAT NOVEMBER 2010<br />

master Class<br />

Example 1 & 2<br />

Example 3<br />

Example 4

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