Summary

Two audience members each provide a single line of dialogue before the scene begins. The first line becomes the opening of the scene; the second becomes the final line. Players don’t know what the ending line is until they need it — one player holds it and drops it in at the right moment to button the scene. The challenge is building a scene that makes the pre-written ending feel earned rather than arbitrary. Teaches scene architecture and the ability to steer a narrative toward a destination.

Example

Opening line: “I told you the ladder wasn’t long enough.” Ending line: “Well, at least the cat seems happy.” Scene must be built so that the ending line — whenever it lands — feels like a genuine conclusion rather than a non-sequitur.