Summary
Two players perform a scene. The facilitator can call “New choice!” at any time — whoever just spoke must immediately replace their last line or action with something different. Each new choice should be different from the last; if the facilitator keeps calling it in rapid succession, choices should escalate in weirdness rather than just cycling through reasonable alternatives. The game trains players to release attachment to their own ideas and builds the reflex of spontaneous substitution. Also teaches audiences that improv is genuinely unscripted.
Example
Player: “I think I left my keys in the car.” Facilitator: “New choice!” Player: “I think I left my soul in the car.” “New choice!” “I think I left my grandmother in the car.” “New choice!” “I think the car is inside me somehow.” Scene continues from there.
Variation: Change
A two-person scene with a caller who can shout “Change!” at any moment. When called, the last person who spoke must immediately replace their most recent line or action with something different and continue from there. The scene doesn’t restart. This game teaches players to release attachment to their own ideas and find that the new choice is often just as good or better. It also builds a reflex for spontaneous substitution. Call “Change!” frequently at first; let it slow down once players get comfortable.
Example: Actor A says “I think we should go to the beach.” Caller: “Change!” A: “I think we should burn the beach.” Scene continues. Actor B responds. Caller: “Change!” B has to replace their just-spoken line and keep going.
Variation: New Choice Each Other
A variation of New Choice where either player — not just the facilitator — can call “New choice!” on their scene partner at any time, mid-line. The partner must immediately replace their last line with something different. Then the first player can choose to accept the new line and continue, or call “New choice!” again. The game creates a constant negotiation between players and rewards players who stay upbeat and energized rather than frustrated by the interruption. Works best when both players see it as a collaborative game rather than a competitive one.
Example: Player A: “I think we should open a restaurant.” Player B: “New choice.” Player A: “I think we should open a cult.” Player B: “New choice.” Player A: “I think we should open… a very specific drawer in your grandmother’s kitchen.” Player B: “Yes, and…” Scene continues.