Krompf Class
Krompf is a structured long-form format with six phases: four short two-person scenes, a fifth scene with tag-outs, second beats of the first four scenes, and a free-form montage that ties everything together. Created by the New York group Krompf — Neil Casey, Amy Gerlach, Ryan Karels, Joe Wengert — at UCB.
Players
6–8
Duration
25-30 min
Difficulty
Intermediate
Full description
Setup and launch
Krompf was created in 2001 by Neil Casey, Amy Gerlach, Ryan Karels, and Joe Wengert, who met at UCB New York and developed the format together with coaches Chris Gethard, Ptolemy Slocum, Owen Burke, and Armando Diaz. It is the signature format of one of New York's longest-running independent improv teams. To prepare, gather 6–8 performers and explain the six-phase structure: short two-person scenes → tag-out scene → second beats → free-form montage.
Flow
1. Suggestion
Get one suggestion from the audience — it will inspire the entire set.
2. Four short two-person scenes
Four two-character scenes, each approximately 8 lines. Scenes are edited via a "fade": a new pair begins their scene, and the current performers step back to the backline. The task — quickly establish characters, relationships, and find the game of the scene.
3. Fifth scene with tag-outs
The fifth scene starts as a normal scene, but its game is "exploded" through tag-outs: other performers take turns replacing one of the participants, exploring the scene's game in different contexts. Ends with a sweep edit.
4. Second beats
Four new scenes — second beats of the first four. Their task — clarify and develop the games found or inspired by the first scenes. Here performers heighten patterns and deepen characters.
5. Free-form montage
The format transitions to a regular montage, inspired by everything that happened in the previous phases. Free form.
6. Connection
The finale strives to link all the threads, including the fifth scene (tag-out) that was "exploded" at the start. The goal — find connections between all scenes and end the set with a unifying moment.
Key rules
Format overview — Six phases: 4 short two-person scenes → tag-out scene → second beats → free-form montage → connection.
Short first scenes — First four scenes run ~8 lines. Don't drag — the task is to quickly establish characters and find the game.
Fade edits — In the first round, edit via fade: a new pair begins their scene, the current ones step back to the backline. Don't use a sweep.
Explode the fifth scene — The fifth scene stands apart: find a strong game in it and explore it through a series of tag-outs in different contexts.
Sweep edit after the fifth — End the fifth scene with a sweep edit to clearly transition to the second round.
Second beats = development, not repeat — In the second round, heighten and clarify games from the first. Don't copy scenes literally.
Free-form montage — connections — In the montage section, seek connections between all previous scenes, not just the most recent.
Abstract the game for second beats — Reduce the game of the first scene to an abstract formula, separating it from specific characters. This allows second beats to be development rather than mad-libs.
Format structure
Context
Resources
What to try next
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