Summary
One player is behind the counter at a donut shop. Another enters, buys donuts, and leaves. The scene is played realistically — mundane, specific, no heightening. Then the donut buyer becomes the new employee and a new player is the buyer. The exact same scene is replayed — same beats, same small talk, same transaction — but everything is slightly heightened: a nervous tic is bigger, the quantity ordered is larger, the small talk goes slightly further. A third iteration heightens again. Players keep rotating and heightening until the scene has escalated from mundane to absurd while maintaining its basic structure.
Example
First pass: polite exchange, one glazed donut, comment on the weather. Second pass: same exchange, three donuts, weather comment lasts slightly too long. Third pass: twelve donuts, the weather comment reveals something personal. Eventually: the donut shop is all that stands between someone and collapse.