Call from Ray

Call from Ray is a short-form game in which a scene is interrupted by a phone call from an unseen character named Ray, whose offstage dialogue (supplied by another performer) introduces new information that shifts the scene. Each call raises the stakes or redirects the narrative. The game trains adaptability and the ability to incorporate external offers mid-scene.

Structure

Setup

Two performers are mid-scene. A third performer waits off-stage as "Ray" - an unseen caller whose information will interrupt the action.

The Mechanic

At a dramatically appropriate moment (or on a host's cue), one character's phone rings. They answer. The offstage performer provides Ray's side of the conversation: new information, a revelation, a complication, a request. The onstage character responds to what Ray is saying while the scene partner watches and reacts.

When the call ends, the scene must incorporate whatever Ray introduced. The phone call is an irrevocable offer - it has happened, and the scene's world has changed.

Multiple Calls

The game can feature multiple phone calls across the scene - each from "Ray," each with new escalating information. Ray's identity, relationship to the characters, and the nature of their calls can shift dramatically across calls.

Casting Ray

The performer playing Ray should not be able to see the scene. They create their calls based purely on what they are told ("Ray" is involved with the characters in some way) and their own impulse, creating a natural disconnect that produces useful comedic and narrative friction.

Variation: Everyone Gets a Call

Both characters receive calls from Ray at different points. The two Rays may have contradictory information, requiring the characters to navigate conflicting realities.

How to Teach It

How to Explain It

"Two performers in a scene. At some point, one of you gets a call from Ray - an offstage character who will say something that changes everything. Whatever Ray says, it's real. You can't un-ring that phone."

Why It Matters

Call from Ray teaches performers to treat external offers - especially disruptive ones - as gifts rather than intrusions. The phone call is the purest form of an unexpected offer: it arrives without warning, it has its own specific content, and it is irreversible. Performers who have developed the reflex to accept and build from these offers have developed one of improv's most valuable skills.

Common Coaching Notes

  • Ray must commit to specific information. Vague calls ("Something has happened") are unplayable. Coach Ray: "Give them a specific, concrete piece of information. Something that matters."
  • The call changes the scene - always. If the onstage character absorbs the call and the scene continues unchanged, the exercise has failed. Something in the scene's world must shift.
  • Watch for stalling. Performers sometimes turn the phone call into a long conversation that avoids its implications. Coach: 'Hang up. Now deal with what Ray said.'

How to Perform It

Audience Intro

"Two performers, one scene. Somewhere along the way, someone's phone is going to ring. And it's going to be Ray. None of us know exactly what Ray is going to say - not even our third performer, who'll be playing Ray's side of the call from right over there. What should the scene be about?"

Get a suggestion, then establish where Ray fits in: "And who is Ray to these characters?"

Cast Size

Three performers: two onstage, one as Ray. The host manages the timing of the call(s).

Staging

Ray performs from the wings or off the edge of the stage - visible to the audience, not to the onstage performers. The physical separation reinforces the "offstage call" reality.

Wrap Logic

The scene wraps after the final call's implications have played out. If multiple calls happen, the host should signal the final one: a slight change in tone or a gesture toward the performers indicating the game's climax. End on the scene's natural dramatic conclusion, not after the call itself.

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Related Games

New Choice

New Choice is a short-form game in which a caller interrupts performers mid-scene by shouting "New Choice," forcing the last speaker to immediately replace their most recent line or action with something entirely different. The caller may fire multiple calls in rapid succession, pushing performers through a cascade of alternatives under pressure. The game trains verbal agility, commitment to offers, and the capacity to abandon choices without hesitation.

Ding

Ding is a short-form game in which a host rings a bell or buzzer to signal a performer to replace their last line of dialogue with a new one. The host can ring repeatedly, demanding multiple replacements for the same moment, each new line erasing the previous one within the scene's reality. The game is one of the most widely performed short-form games in the world, popularized through its frequent appearance on Whose Line Is It Anyway? Ding rewards fast verbal invention, the ability to generate multiple alternatives under pressure, and the willingness to abandon a safe choice in favor of a riskier, funnier one.

Change

Change is a short-form game in which a caller says "change" at any point during a scene, forcing the last speaker to replace their most recent line with a new one. Repeated calls on the same line demand increasingly creative alternatives. The game trains verbal agility and the ability to generate multiple options for any moment.

Rewind

Rewind is a short-form game in which a host calls out during a scene, causing performers to physically and verbally reverse their actions back to an earlier moment, then replay forward with different choices. The game rewards strong physical memory, comedic timing at the point of replay, and the ability to generate distinct alternatives quickly when the scene resumes.

Sing It

Sing It is a short-form game in which a host signals performers to interrupt their scene dialogue and immediately sing a song containing the word or phrase just spoken. The performer sings a relevant portion of the song, then returns to the scene. The game rewards broad musical knowledge, quick verbal association, and the willingness to commit to an unplanned song in public.

What Happens Next

What Happens Next is a game in which performers build an improvised story or scene through a series of offers, with a coach or host prompting each new development by asking "What happens next?" Each offer is accepted, echoed, and built upon before the next prompt arrives. The game trains offer acceptance, narrative momentum, and the collective instinct to advance rather than stall a story.

How to Reference This Page

APA

The Improv Archive. (2026). Call from Ray. Retrieved March 17, 2026, from https://improvarchive.org/games/call-from-ray

Chicago

The Improv Archive. "Call from Ray." The Improv Archive, 2026. https://improvarchive.org/games/call-from-ray.

MLA

The Improv Archive. "Call from Ray." The Improv Archive, 2026, https://improvarchive.org/games/call-from-ray. Accessed March 17, 2026.

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