← Field notes

Running a crowd game inside a tight run of show

29 September 2026 · Uncategorised

Most advice about audience participation assumes you have as long as you want. In a real run of show you have a slot, it is shorter than you asked for, and it will move.

Budget the whole thing, not the game

The activity is two to four minutes. The slot needs more than that, because the surrounding overhead is real:

  • Getting the room’s attention — 15 to 30 seconds
  • The instruction — 10 seconds if you have written it, 45 if you improvise
  • The initial hesitation — around 30 seconds, and non-negotiable
  • The game — 2 to 4 minutes
  • An ending, cleanly — 10 seconds

So a “three minute” activity is a five minute slot. Book five.

Do the setup long before the slot

Camera mounted, exposure locked, empty-room reference captured, framing checked — all of it before doors. The only thing that should happen in the slot itself is calibration with the audience, which is twenty seconds and doubles as the instruction.

If your plan involves touching the camera during the show, the plan is wrong.

Write the instruction down

One sentence, agreed in advance with whoever is saying it. “Stand up to make it go up, crouch down to make it go down.”

Improvised instructions run long, hedge, and confuse. The difference between a written and an improvised instruction is about thirty seconds of slot and a noticeably faster start.

Assume the slot moves

Something earlier will overrun. Decide in advance what you do when your five minutes becomes three: usually, keep the calibration and shorten the game, because the calibration is what makes it work and the game is what you can trim.

Decide also what happens if it is cut entirely, so nobody is improvising that decision at the side of stage.

Have a defined ending

“That’ll do — thank you, sit down” is an ending. Letting it fade while the host looks at the screen is not, and it costs you the energy you just built.

The handover matters more than the game. Whatever you do next should start immediately, while the room is still standing and still warm.

Rehearse the failure

Know what you do if the screen is black, the camera is knocked, or the room does not respond. In each case the answer is usually the same: the host says one line and moves on. Agree the line beforehand and it costs you nothing. Discover it live and it costs you the room.