Entrances and Exits
Each player is given a trigger word by the audience. Whenever that word is spoken on stage, they must enter — or exit — and justify it within the scene.
About
Before the scene begins, the audience assigns each player a personal trigger word. The rule is simple: if your trigger word is spoken while you are off stage, you must enter; if it is spoken while you are on stage, you must exit. Entrances and exits must be justified within the fiction of the scene — the mechanic is invisible to the characters. The scene itself starts from a single audience suggestion (a location or a relationship) and is otherwise improvised normally. The comedy builds as players simultaneously try to track their own trigger, listen for everyone else's, and steer — or resist steering — the dialogue toward whichever word serves them best in the moment. The best moments come when a trigger fires at exactly the wrong time: mid-declaration, mid-argument, or right as the scene reaches a peak. The player who just had to exit must find a reason to leave that honours the scene rather than abandoning it.
How to Play
- 1
Ask the audience for one trigger word per player — common, everyday words work best (e.g. 'door', 'really', 'never', 'sorry'). All trigger words are said aloud so the audience knows them.
- 2
Assign one trigger word to each player. Players must remember their own word.
- 3
Ask the audience for a scene suggestion: either a location or a relationship between the characters. The MC chooses which type to ask for.
- 4
Decide how many players start on stage — typically two. The rest wait in the wings.
- 5
Begin the scene. Players improvise normally.
- 6
Whenever a trigger word is spoken on stage, the player it belongs to must react immediately: enter if off stage, exit if on stage.
- 7
Entrances and exits must be justified within the fiction — players do not acknowledge the mechanic directly.
- 8
The MC ends the scene when the energy peaks or the time is up.
Variations
- -Shared Trigger: two players share the same trigger word. When spoken, both must enter or exit simultaneously, forcing them to justify a joint arrival or departure.
- -Escalating Words: the MC introduces a new trigger word mid-scene — replacing one of the original ones — supplied by the audience on the spot, raising the difficulty as the game progresses.
- -Blind Triggers: players are not told each other's trigger words, only their own. They must infer the others' words from watching who enters and exits.