Rewind/Fast-Forward
Also known as: Rewind, Fast Forward
A scene controlled by a director who can rewind, fast-forward, speed up, slow down, replay, and freeze the action at will. Performers must reproduce their lines and blocking precisely through every time jump -- a live test of memory, listening, and ensemble sync.
Players
2–8
Difficulty
Beginner
Host
Yes
Full description
Setup and Launch
Place 2-4 performers on stage. A director (often the MC) stands to the side and controls the scene with voice commands. Get a simple suggestion from the audience -- a location, a relationship, or both. Before you begin, make one thing clear to everyone: no matter how time shifts, all established facts, relationships, blocking, and cause-and-effect logic survive every jump.
Announce the commands the director will use: "faster," "slower," "rewind," "fast-forward," "replay," "stop." Tell your performers: play with clear, repeatable actions and lines. If you mumble through a moment, you will not be able to reproduce it when the director rewinds.
Flow
1) Start and Pace
The director launches the scene and lets it run long enough to establish a situation -- usually 30-60 seconds. Then the pace commands kick in. "Faster" means performers speed up speech and physicality while keeping the same content. "Slower" means exaggerated slow-motion, stretching every syllable and gesture. The comedy here comes from the contrast, not from inventing new material at warp speed.
2) Time Jumps
On "rewind," performers walk the scene backward -- same lines, same blocking, same object work, played in reverse order. The audience loves watching a coffee cup un-spill. On "fast-forward," performers leap ahead to the next logical beat of the story, building on what has already been established. Think of it as a flash-forward: you skip the boring parts and land where the consequences live.
3) Replay and Locking a Moment
"Replay" means: do that last chunk again, as close to identical as you can. It is a memory test and the audience will catch every difference. "Stop" freezes the timeline and sets a new anchor point; the scene continues forward from there. The director can chain commands -- rewind to the first date, fast-forward to the wedding, replay the vows at double speed -- as long as each jump lands cleanly before the next one fires.
Key rules
Maintain cause-and-effect continuity: every time jump must grow from facts and relationships already established. If a couple met at the bus stop, the wedding speech still references that bus stop.
"Faster/slower" changes only speed, not content -- do not invent new offers just because the tempo shifted, and do not drop offers already on the table.
On "rewind," reproduce the same actions, lines, and blocking in reverse order. Precision is the whole game -- the audience is watching for differences.
Call commands clearly and one at a time. Do not stack "fast-forward" on top of "rewind." Give performers 2-5 seconds to land each beat before you throw the next command.
If the logic falls apart, call "Stop," return to the last clear moment, and briefly name the fact or relationship you are picking up from. A short reset beats a confused scene every time.
Context
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