Circle of Extraordinary Coincidences
Circle of Extraordinary Coincidences is an exercise in which players share personal stories and discover surprising connections, overlaps, and coincidences between them. The revelations build ensemble bonds and provide rich personal material for future scene work. The exercise demonstrates that truth is often stranger and more compelling than invention.
Structure
Setup
Players stand or sit in a circle. The facilitator sets the frame: everyone in this room has a story, and some of those stories overlap in ways nobody has discovered yet.
Phase 1: Open Sharing
Players share brief personal stories - real experiences, not invented - that have specific details: a place, a time, a specific unusual event, a memorable person. The stories are short (one to two minutes) and concrete. The facilitator encourages specificity over generality.
Phase 2: Listening for Overlap
As each story is told, players listen actively for any points of connection: same city, same year, same kind of experience, same unusual detail. When they notice a connection, they note it but wait.
Phase 3: Connection Discovery
After several stories, the facilitator invites connections: "Did anyone hear something that connected to your own story?" Players share the overlaps they noticed. Coincidences - genuine, surprising ones - almost always emerge. Two people who went to the same obscure museum. Three people who experienced the same unusual weather event. The same book appearing in three different stories.
The Effect
The discovery that experiences overlap in surprising ways creates genuine ensemble bonding. It also demonstrates that personal truth is richer, stranger, and more relatable than invented material.
How to Teach It
How to Explain It
"Share something real and specific. A place, a time, something that actually happened. The stranger the better. We'll find out what we have in common."
Why It Matters
Circle of Extraordinary Coincidences builds ensemble trust through the discovery of unexpected shared experience. It also trains performers in the specific storytelling skill of using personal truth as scene material - the discovery that their actual life contains more compelling material than anything they might invent is one of the foundational realizations of improv training. The exercise reinforces that specificity in performance (a real place, a real year, a real detail) creates stronger connection than generality.
Common Coaching Notes
- Push for specificity. "Something unusual happened" is not a story. "I was the only person on a ferry in the Azores at 3am and the captain asked me to hold the wheel" is.
- Let the discoveries happen naturally. Don't force connections. If the group listens well, real connections will emerge. Forced connections are less valuable than discovered ones.
- This exercise changes what performers think of as "interesting." The idea that their real life is more interesting than their invented one is transformative for many performers.
Debrief Questions
- What was the most surprising coincidence that emerged?
- What happened when you heard a story that matched part of yours?
- How does this change your relationship to using personal material in scene work?
Worth Reading
See all books →
Group Improvisation
The Manual of Ensemble Improv Games
Peter Campbell Gwinn; Charna Halpern

The Principles of Improv Comedy
Tom Blank

Action Theater
The Improvisation of Presence
Ruth Zaporah

The Improvisation Game
Discovering the Secrets of Spontaneous Performance
Chris Johnston

Improv Ideas
A Book of Games and Lists
Mary Ann Kelley; Justine Jones

The Young Actor's Book of Improvisation
Dramatic Situations
Sandra Caruso; Susan Kosoff
Related Exercises
Point of View
Point of View is a scene exercise in which players perform or re-perform the same event from the perspective of different characters, revealing how subjective experience shapes what each participant notices, values, and remembers. The exercise trains character consistency, empathy, and the improv principle that every scene contains multiple valid truths simultaneously -- none of which is objectively correct.
Story of Your Name
Story of Your Name is an icebreaker exercise in which each player shares the real or imagined story behind their name. The personal disclosure creates immediate intimacy within the group and establishes a norm of vulnerability. The exercise demonstrates how personal specificity generates audience engagement more effectively than generic invention.
Anecdotes
Anecdotes is an exercise in which players take turns telling short true or fictional stories in response to a theme, prompt, or partner's contribution. The practice develops narrative structure, personal voice, active listening, and the ability to find the essential shape in real experience. In its paired version, as documented by Max Dickins in Improvise, two players build a shared fictional memory using "Yes, And" to co-construct the narrative. In its solo version, players practice distilling personal experiences into concise, engaging stories with clear beginnings, middles, and ends. Strong anecdote skills feed directly into monologue-based long-form formats such as the Armando and the Evente, where a performer's personal story serves as the source material for subsequent scenes. The exercise is also widely used in applied improvisation settings for developing communication, listening, and storytelling skills in professional contexts.
Telltales
Telltales is a storytelling exercise in which performers share short personal or fictional anecdotes and the group identifies the dramatic elements, emotional beats, and scene potential within each story. The exercise bridges personal narrative and improvised performance, teaching players to mine stories for their scenic essence.
Believe It or Not
Believe It or Not is a storytelling game in which one player tells a story that is either true or entirely invented, and the audience or fellow players must determine which. The storyteller delivers the narrative with equal conviction regardless of its veracity, making the game a test of performance commitment and audience perception. The game rewards detailed, specific delivery and the ability to sell a narrative through confidence, body language, and emotional authenticity. For audiences and fellow players, the game sharpens critical listening and observation. Believe It or Not functions as both a performance game and a training exercise, building skills in storytelling, character conviction, and the relationship between truth and believability in performance.
How to Reference This Page
The Improv Archive. (2026). Circle of Extraordinary Coincidences. Retrieved March 17, 2026, from https://improvarchive.org/exercises/circle-of-extraordinary-coincidences
The Improv Archive. "Circle of Extraordinary Coincidences." The Improv Archive, 2026. https://improvarchive.org/exercises/circle-of-extraordinary-coincidences.
The Improv Archive. "Circle of Extraordinary Coincidences." The Improv Archive, 2026, https://improvarchive.org/exercises/circle-of-extraordinary-coincidences. Accessed March 17, 2026.
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