Good, Bad, Worst Advice

Good, Bad, Worst Advice is a short-form game in which performers offer three tiers of advice on an audience-suggested problem: sensible, questionable, and catastrophically terrible. The escalating absurdity creates a reliable comic structure, and the contrast between tiers generates the game's comedy. The game rewards calibrated comedic intensity -- each tier must be clearly distinct from the last -- and the ability to commit fully to advice that is increasingly outrageous.

Structure

Setup

An audience member describes a problem or dilemma -- typically a real-life situation -- that the performers will advise on. Three performers are assigned to the three advice tiers.

Round Structure

Each performer offers advice on the same problem according to their assigned tier:

  • Good Advice: Sensible, practical, and reasonable. This is the baseline against which the other tiers are measured. The comedy begins when the contrast with subsequent tiers becomes apparent.
  • Bad Advice: Questionable, misguided, or irresponsible. Escalation from the good tier is clear, but the advice remains within a recognizable frame of thought.
  • Worst Advice: Catastrophically terrible, dangerous, or absurd. Maximum commitment to the bit. The advice escalates as far as the performer can take it.

Multiple Rounds

The game can run multiple rounds with the same or different problems. Performers may rotate tiers across rounds to keep the game varied.

Ending

The game ends after a set number of rounds or when the host determines the game has peaked. A strong closing moment from the Worst Advice tier typically provides the natural button.

How to Teach It

Objectives

Good, Bad, Worst Advice trains calibrated escalation: each tier must be clearly distinguishable from the previous one. It also develops commitment to outrageous premises and the ability to find the logic inside an absurd position.

How to Explain It

"Three kinds of advice on one problem. One of you gives advice you'd actually follow. One gives advice that might get someone in trouble. One gives advice so bad it should be illegal. Calibrate -- make sure each tier is clearly different from the last."

Scaffolding

Introduce the tier structure before asking performers to improvise within it. Run a demonstration round to establish the expected range before performers attempt the game themselves.

Common Pitfalls

Performers often drift toward the same comedic register across all three tiers, making Good and Bad advice indistinguishable. The game loses its engine when escalation is absent. Coach performers to locate the Worst tier first -- the maximum -- and then work backward to calibrate Good and Bad relative to it.

How to Perform It

Audience Intro

"We need a real problem from someone in the audience -- something you'd actually like advice on. Our performers are going to give you three kinds of help: good advice, bad advice, and the worst advice anyone has ever given."

Cast Size

Ideal: 3 performers, one per tier. Can be played with 2 performers alternating tiers.

Staging

Performers stand in a line or are spatially distinguished by their tier. Clear physical separation helps the audience track which tier is speaking.

Wrap-Up Logic

End after the Worst Advice tier lands a strong beat. The host can close with a callback to the contrast: "And that's why we don't give that person a radio call-in show."

Worth Reading

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How to Reference This Page

APA

The Improv Archive. (2026). Good, Bad, Worst Advice. Retrieved March 17, 2026, from https://improvarchive.org/games/good-bad-worst-advice

Chicago

The Improv Archive. "Good, Bad, Worst Advice." The Improv Archive, 2026. https://improvarchive.org/games/good-bad-worst-advice.

MLA

The Improv Archive. "Good, Bad, Worst Advice." The Improv Archive, 2026, https://improvarchive.org/games/good-bad-worst-advice. Accessed March 17, 2026.

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