Something to Start Off the Week
Where I live, the schools are moving into Fall break this week which means families are looking for something to do. I present to you, “One Ridiculous Moment.”
You’re a robot. You’ve just discovered socks, and you’re fairly sure one of them is dangerous. Do you investigate, sound the alarm, or attempt to make friends with it?
You have one minute to find out. Nobody has written your lines or decided what happens next. Pick something ridiculous to become and give it a problem. Then see what you do.
Gather Your Gear
A timer and whatever is already nearby. A sock, cushion, or spoon might become part of the action, but imaginary props work too.
Play on your own, alongside someone doing their own version, or with an audience if you want one. You can move around, stay seated, use your hands, or give the part to a toy.
Steps
1. Choose who or what you’ll become. A suspicious robot? A very important pigeon? A superhero whose power is spectacularly unhelpful? Choose something you want to try.
2. Give yourself something to deal with. Your pigeon needs to claim the best chair. Your superhero must open an imaginary jar. Your robot has found that alarming sock. Keep it simple enough to start playing immediately.
3. Start your minute. Become your character and respond. Move, speak, make sounds, or act silently. You don’t have to know how the minute will end.
4. Follow what happens. Your character might discover a new problem, change its mind, or repeat one wonderfully ridiculous action. If an unexpected idea arrives, use it.
5. Decide whether to go again. Keep your favorite part, try another character, or repeat the same minute differently. There are no points to count. You decide when you’ve had enough.
Twist: Same Character, New Rule
Keep your character and situation, but change one rule for the next minute.
Your robot now moves in slow motion. Your important pigeon has to remain perfectly quiet. Your superhero’s imaginary jar keeps getting heavier.
Choose the rule yourself or invite someone to suggest one. Try it and discover what it changes.
Change It Up
Explore It | Ages 3–6: Become It
Start with familiar pretend play: a sleepy cat trying to get comfortable, a dinosaur looking for its lunch, or a toy that suddenly comes alive. Offer one situation and let the child respond through movement, sounds, or objects. An adult can manage the timer and join if invited. Begin with a shorter turn if that fits; repeat a favorite as often as the child wants. For the Twist, change one clear detail: the cat’s cushion is now tiny, or the dinosaur’s lunch keeps rolling away.
Challenge It | Ages 7–12: Make the Problem Stranger
Choose a character with something it wants, then add a rule that gets in its way. A secret agent needs to deliver a message but can only speak in questions. A robot wants to pick up a sock but its hands keep waving goodbye. Play the minute, then decide which part was worth keeping. For the next round, change one rule and see how differently the same character responds.
Own It | Ages 13–17: Make It Your Kind of Ridiculous
Draw on a genre, interest, or familiar annoyance: a villain whose grand entrance keeps getting interrupted, a commentator covering the world’s least exciting event, or an appliance with strong opinions about its job. Choose the situation, style, and constraint. Play through acting, deadpan narration, a toy, or silent movement. Repeat the premise with a different rule or pace and decide which version you like best. Performing for other people is your choice.
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Mary Nunaley
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Something to Start Off the Week
Connected Through Play
skool.com/connectthruplay
Play is the strategy. Connection is the goal. Simple ways for families to create meaningful moments together.
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