Summary
One player sits on an imaginary park bench — relaxed, comfortable, at home. Other players wait offstage and take turns entering one at a time with a fully committed, specific, weird character. The entering character’s goal is to make the bench-sitter so uncomfortable, annoyed, or disturbed that they get up and leave — through behavior alone, not force. Once the sitter leaves, the character who drove them off becomes the new comfortable bench-sitter. Teaches character commitment, escalation, and the ability to generate discomfort through behavior rather than words alone.
Example
Bench-sitter is calm and reading. A player enters as someone who narrates everything they observe out loud, in real time, right next to the sitter’s ear. Sitter tries to ignore it. Player escalates — getting closer, more detailed. Eventually sitter can’t take it, leaves. Narrator sits down, satisfied. Next character enters.