Hotel

A short team format where the hotel name builds a shared world with steady "hoteliers" and rotating visitors. Use for training characters, thematic connections, and ensemble interaction.

Players

4–8

Difficulty

Beginner

Full description

Setup and Launch

Ask the audience to name the hotel β€” something unusual, genre-specific, or provocative. Mark out a simple geography: entrance, reception desk as the center of gravity, with imaginary locations nearby (elevator, bar, room, laundry). Assign one or two "hoteliers" (in team play β€” one per team). The rest are guests and staff, entering and exiting as needed.

Establish the premise: everything inside this world must reflect the hotel's name β€” services, decor, menu, rules, staff slang. Agree that guests make the first move, while the "hoteliers" hold the rhythm and coherence, accepting offers and redirecting the flow of visitors.

Flow

  1. First arrivals. The first guests quickly set the scale and tone: vivid details tied to the hotel name, and clear needs. The "hoteliers" accept the offers, clarify the world's rules, and launch the first small storylines.

  2. Expanding the space. Introduce new locations and staff: bartender, concierge, housekeeping, security. Change locations so you don't get "stuck" at the desk, and maintain an entry order β€” one at a time, no crowd.

  3. Through-line relationships. Bring back favorite guests with escalating stakes (the problem got more complicated, the deadline got closer, a world rule "pressed" them). The "hoteliers" maintain their character and service logic, but let the world change through guests' decisions.

  4. Building the finale. When 2–3 storylines have gained momentum, converge them in a shared scene (lobby/bar): a short climax where the hotel theme manifests to its fullest. End with a clear picture moment and a quick "check-out."

Key rules

  • Keep the theme in focus: if a line isn't connected to the hotel name, the "hotelier" gently re-frames it through a service, rule, or decor detail.

  • Don't get stuck at the desk: as soon as a scene stalls, move the action to another location (room, elevator, bar) or bring in a new guest.

  • Entries one at a time: the trainer as "door" controls the flow so cacophony doesn't arise; the "hotelier" finishes serving before switching.

  • Limit through-lines to two or three; the rest are short vignettes. This prevents confusion and maintains tempo.

  • "Hoteliers" are the anchor of the world: a consistent character and attitude toward guests, but without blocking offers. Watch that the power/servility dynamic doesn't break the game.

Context