Stunt Doubles
A short-form scene where stunt doubles step in to perform dangerous or physically demanding actions, then return the role to the original player. Trains timing, support, and physical comedy.
Players
2β8
Difficulty
Beginner
Full description
Setup and Launch
Two players start a scene. The remaining players wait offstage as potential stunt doubles. Whenever a character is about to do something dangerous, physically demanding, or just awkward, a double steps in to perform the action β then the original player resumes the role. The game builds coordination, bold-but-safe physicality, and partner awareness.
Before you begin, establish safety rules: all stunts are simulated β no hard contact, controlled speed, clear personal boundaries. Agree on a replacement signal. In a show setting, the host typically calls "Stunt doubles!" In a workshop, players can self-signal with the word "Double!" or a light touch-in. After each stunt, the scene freezes briefly so the original player can cleanly take back the role.
Flow
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Scene foundation. The two lead players quickly establish a clear context, relationship, and stakes. The scene should feel grounded β mundane situations work great because they make the physical escalation funnier. A father and son making tea, coworkers at a copy machine, a couple assembling furniture β the more ordinary the setup, the more the stunts pop.
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Double enters. When a physical action is building β it doesn't have to be big β the signal is given. The double steps in immediately, takes the character's exact position, and picks up the action without breaking the scene's logic or status dynamics. No talking from the doubles: their job is pure physicality.
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Executing the stunt. The double performs the action expressively and safely. A classic approach is slow motion β exaggerated facial reactions, drawn-out sound effects, every micro-movement stretched for comedy. Use the illusion of contact rather than real force. Support your partner physically and with eye contact. Keep the stunt short and clear: get in, nail the moment, get out.
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Handing the role back. When the stunt is done β instant freeze. The original player smoothly "inherits" the same posture and emotional state, then picks up the dialogue from whatever situation the doubles left them in. This is where half the comedy lives: the lead player must justify the aftermath ("Oh my gosh, your eye is bleeding!") without having seen what happened. The coach watches to ensure the handoff is clean and free of attention-grabbing.
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Pace and rotation. Keep momentum: avoid over-using the swap so the story stays intact. Remind players of their character goals when needed β the scene should escalate naturally, not become a stunt showcase. In subsequent rounds, rotate leads and doubles so everyone practices both roles.
Key rules
Agree on a clear entry signal and a handoff protocol before you start β whether the host calls it or players self-signal, everyone needs to know the system so the scene doesn't dissolve into chaos.
Safety first: simulate rather than make contact, control speed and distance. The coach or host stops the scene at the first sign of real risk.
Don't overuse the swap: the double enters only when a genuine physical action is building. Too many substitutions dissolve the story β let the scene breathe between stunts.
The handoff back must be unmistakable: a brief freeze, a matching posture and emotional state, and a seamless continuation by the original player. Half the comedy is the lead player reacting to whatever aftermath the doubles left behind.
Keep the stunt readable: amplify gesture, sound, and focus, but keep the action short. Slow motion is your best friend β it turns even a mundane action like opening a milk carton into a cinematic event.
Context
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