AM/FM Radio
AM/FM Radio is a short-form game in which two or more performers each represent a different radio station or program. A host "changes the dial" and the active performer must immediately continue their broadcast. The game rewards commitment to distinct vocal styles and the ability to maintain a running bit through interruptions.
Structure
Setup
- Two or more performers each represent a different radio station or program format.
- Each performer is assigned a station before the game begins: a news station, a sports channel, a classical music station, a talk radio program, a dramatic serial.
- A host serves as the dial, calling which station is active.
How the Game Works
- The host calls a station and that performer begins broadcasting immediately, picking up exactly where they left off the last time they were active.
- When the host changes the station, the active performer freezes mid-broadcast and the new station begins.
- Each station maintains its own ongoing content: a news anchor continues their broadcast, a talk show host continues the call they were taking, a DJ continues their program.
What Makes It Work
- Each station must have a genuinely distinct voice, pacing, and register. Stations that all sound the same collapse the game.
- The performer must remember where they were when their station went off air and resume from that exact point.
- The continuity across channel changes creates a comedic accumulation: each time a station returns, it has moved forward in its own story.
Variations
- The stations share a common topic from different perspectives: a breaking news story covered by a news channel, a sports channel, and a classical music station simultaneously.
- Audience members spin a visible dial to change stations.
How to Teach It
How to Explain It
"You are your station. You are always broadcasting. When I flip to you, you resume exactly where you left off. When I flip away, you freeze in place and wait. Your job is to stay in your station's voice and to remember exactly where you were."
Common Notes
- Each station should have a distinct physical posture and energy as well as a distinct vocal quality. Stations that are physically identical despite different content are harder for the audience to track.
- Memory is essential. Performers must track not only their content but their emotional and physical state at the moment they were last cut off.
- The caller should listen for natural moments to switch: a cliffhanger, a dramatic pause, or the exact middle of a sentence.
Common Pitfalls
- Stations do not develop their own ongoing story between channel changes. Each return to a station should find it further along, not restarted.
- The host changes stations too rapidly for any station to establish content worth returning to.
- Stations blur into each other because their vocal and physical qualities are too similar.
How to Perform It
Audience Intro
"We have [number] radio stations here tonight. [List each station briefly.] I'm the dial. When I point to a station, they broadcast. When I change the dial, they freeze and another station comes on. Let's see what's on."
Cast Size
- Ideal: Three to four performers, each representing a distinct station.
- Two stations work but reduce the channel-surfing variety.
Staging
- Performers stand in a line or scattered across the stage, each in a defined position representing their station.
- The host moves or gestures between them visibly.
Wrap Logic
- The game ends when each station has had two or three turns and the accumulated story of each has reached a satisfying point or button.
Worth Reading
See all books →
The Improvisation Game
Discovering the Secrets of Spontaneous Performance
Chris Johnston

Improvisation for Actors and Writers
A Guidebook for Improv Lessons in Comedy
Bill Lynn

The Second City Almanac of Improvisation
Anne Libera

Impro for Storytellers
Keith Johnstone

112 Acting Games
Gavin Levy

The Playbook
Improv Games for Performers
William Hall
Related Games
Satellite Radio
Satellite Radio is a short-form game in which performers play scenes representing different radio stations, switching between them on command. Each station has a distinct genre, tone, or format that the performers must snap into immediately. The game rewards quick stylistic shifts and the ability to maintain distinct scene threads.
Radiophonics
Radiophonics is a performance game in which players create an improvised radio play using only their voices and sound effects, without any visual performance. The audience closes their eyes or the performers work behind a screen. The game trains vocal expressiveness, sound design, and the ability to paint vivid pictures through audio alone.
Mix Tape
Mix Tape is a short-form game in which performers play scenes that shift between different emotional registers, musical genres, or tonal modes as if a host is rapidly flipping through tracks on a mix tape. Each shift is immediate and total: performers must transition from the warmth of a pop ballad to the intensity of a heavy metal scene to the wistfulness of a folk song without lag or negotiation, creating a fast-paced ensemble exercise in tonal range and rapid transformation.
No P
No P is a short-form guessing game in which one performer must communicate an idea, tell a story, or answer questions without using any word that contains the letter P. The audience and host watch for violations, and the comedy arises from the performer's increasingly creative circumlocutions and the sudden, involuntary slips that reveal how deeply embedded common letters are in everyday speech.
How to Reference This Page
The Improv Archive. (2026). AM/FM Radio. Retrieved September 29, 2026, from https://improvarchive.org/games/amfm-radio
The Improv Archive. "AM/FM Radio." The Improv Archive, 2026. https://improvarchive.org/games/amfm-radio.
The Improv Archive. "AM/FM Radio." The Improv Archive, 2026, https://improvarchive.org/games/amfm-radio. Accessed September 29, 2026.
The Improv Archive is a systemically maintained repository. The archive itself acts as the corporate author.