Henry is a short-form game in which a character with a fixed name and identity appears across multiple unrelated scenes, played by the same performer throughout. Other performers create new scenes with different premises, and the Henry character enters each scene, bringing the same personality, quirks, and behavioral patterns into wildly different contexts. The running character provides continuity across otherwise disconnected scenes. The game rewards a strong, memorable character who can fit into any scenario while remaining recognizably the same person.

Structure

One performer is designated as Henry (the name can be changed to any fixed name). The performer establishes Henry's core characteristics in the first scene: a specific personality, a speech pattern, a physical mannerism, and a consistent worldview.

The ensemble performs a series of short, unrelated scenes. Each scene begins with two or more performers establishing a scenario (a doctor's office, a spaceship, a wedding). Once the scene is underway, Henry enters. The Henry performer brings the established character into the new environment, reacting to the scene's circumstances through the lens of Henry's fixed personality.

The comedy emerges from the collision between Henry's consistent character and the changing contexts. The same nervousness that is charming at a dinner party becomes disastrous on a spaceship. The same confidence that works at a job interview is absurd at a funeral.

The game runs through four to eight scenes, with Henry's character deepening and becoming more recognizable with each appearance. Running jokes, catchphrases, and behavioral patterns accumulate across scenes, building audience familiarity and affection.

The game concludes with a final scene that provides a satisfying culmination for Henry's character arc, often placing Henry in a context that perfectly fits or perfectly contradicts everything the audience has learned about the character.

How to Teach It

How to Explain It

"Someone is going to enter this scene who is completely out of their element. They do not belong here. They have never been anywhere like this. Play with total commitment. The world is strange to them."

Henry is an effective game for teaching character consistency and the comic principle of fish-out-of-water. Students learn that a well-defined character does not need to change to be funny; the character's fixed qualities become funnier as they collide with new environments.

Coach the Henry performer to commit to specific, repeatable character traits rather than broad generalizations. "Nervous" is too vague; "speaks in questions, touches their face constantly, and apologizes before every statement" is specific enough to sustain across multiple scenes.

The ensemble's scene work must be strong enough to establish each new world quickly. Weak initiations that fail to create a clear scenario give Henry nothing to react against. Coach the ensemble to build vivid, specific scenes in the thirty seconds before Henry's entrance.

The game teaches the improv principle that characters are revealed through context. Henry does not change, but the audience's understanding of Henry deepens with each new scenario. This insight extends to all character work: putting the same character in different situations reveals new facets without requiring the character to transform.

How to Perform It

Henry's consistency is the game's engine. The performer playing Henry must maintain the same character across every scene, resisting the temptation to adjust the character to fit each new scenario. The comedy comes from the friction between who Henry is and where Henry ends up. A Henry who changes personality to suit each scene loses the game's comedic mechanism.

The ensemble's scene initiations should create maximum contrast with Henry's character. If Henry is timid, place Henry in situations that demand boldness. If Henry is aggressive, place Henry in situations that require delicacy. The greater the gap between character and context, the stronger the comedy.

Pacing matters across the full game. Early scenes should be longer, establishing Henry's character for the audience. Later scenes can be shorter, as the audience anticipates Henry's arrival and already knows what to expect. The acceleration creates a building rhythm.

Henry's entrance in each scene should be timed for maximum impact. Entering too early robs the scene of its own identity. Entering too late wastes the audience's anticipation. The ideal entrance comes after the scene's world is established but before it has fully developed, giving Henry's arrival the force of disruption.

Worth Reading

See all books →

Related Games

Job Interview

Job Interview is a scene game in which one or more performers audition for a position while endowed with secret traits, habits, or identities that the interviewer must guess. The interview setting provides built-in status dynamics, clear stakes, and a familiar social ritual that audiences instantly recognize. The game rewards clear character physicalization, the ability to embed clues through behavior rather than exposition, and the comedy that emerges when inappropriate qualities collide with a formal setting.

Understudy

Understudy is a scene game in which performers replace one another mid-scene and must instantly continue as the character just vacated, adopting their voice, physicality, and emotional state. The replacing performer must observe closely while waiting and commit to a specific replication rather than a generic impression. The game trains character observation, physical specificity, and the ability to enter mid-scene without disrupting its reality.

Little Voice

Little Voice is a scene game in which one performer provides a running internal monologue for another performer's character, speaking the private thoughts aloud while the character plays the scene with a different outward presentation. The technique adds psychological depth by externalizing what the character would never say. The gap between the inner voice and the outer behavior creates comedy, dramatic irony, and character complexity. The game trains performers to play with subtext and demonstrates how much scene work depends on the difference between what characters think and what they reveal.

Mix and Match

Mix and Match is a character and scene game in which performers combine disparate audience-suggested traits, occupations, scenarios, or styles into a single scene. The game takes two or more elements that do not naturally belong together and challenges the performers to find coherent logic within the absurd combination. A brain surgeon with a fear of blood, a cowboy at a ballet class, or a romantic comedy set in a submarine: the game rewards specificity, commitment, and the ability to ground heightened premises in recognizable human behavior.

Alter Ego

Alter Ego is a short-form scene game in which each main character has a second performer standing directly behind them who voices the character's inner thoughts. Two players perform a scene with dialogue and action while their respective alter egos narrate the unspoken subtext: desires, fears, judgments, and contradictions that the characters would never say aloud. The contrast between what a character says publicly and what they actually think generates natural comedy and dramatic irony. The game highlights the role of subtext in scene work and rewards performers who create clear, exploitable gaps between surface behavior and true feelings. Alter Ego appears across multiple improv traditions and is documented in Andy Goldberg's Improv Comedy among other sources.

How to Reference This Page

APA

The Improv Archive. (2026). Henry. Retrieved September 28, 2026, from https://improvarchive.org/games/henry

Chicago

The Improv Archive. "Henry." The Improv Archive, 2026. https://improvarchive.org/games/henry.

MLA

The Improv Archive. "Henry." The Improv Archive, 2026, https://improvarchive.org/games/henry. Accessed September 28, 2026.

The Improv Archive is a systemically maintained repository. The archive itself acts as the corporate author.