If This Is True
Start from one unusual fact — "the boss naps in a coffin", "gravity is weaker on Fridays". Before playing anything, the group lists what else must therefore be true in that world, chaining implications. Then they play scenes that explore those consequences rather than restating the premise. It trains "if-then" logic and world-building — the engine of grounded absurdity. Players learn that one strong unusual thing, followed honestly, generates a whole coherent world, and that the comedy lives in the consequences, not in piling on more weirdness. It's the exact skill that makes second and third beats of a Harold pay off.
🎓 Tips
Follow one premise, don't add new ones. The discipline is exploring consequences of a single unusual fact — coach against stacking extra weirdness. Make it logical, not random. "If this is true, then…" must genuinely follow — teach real cause and effect within the odd world. Play the consequences, don't restate the premise. Scenes should live in the world's knock-on effects, where the real comedy waits.
Spotted a mistake, a missing variant, a better way to run it? Change it.