Austin, Texas · Est. 2025

Good Trouble.

A two-hour social experience where strangers become friends — through games, conversation, and one song you'll never forget.

I Want In Austin's boldest social experiment. You'll walk in alone. You won't leave that way.
Real Connection No Standing Around Awkwardly Group Games Bold People Two Hours One Song Austin TX Real Connection No Standing Around Awkwardly Group Games Bold People Two Hours One Song Austin TX
What Is This

Not a mixer.
Not a class.
Not a bar night.

Good Trouble is a structured social experience built for people who want real connection but hate small talk. We engineer the conditions for it — through games, group activities, and a culture where being genuine is the whole point.

You'll walk in, get a name tag with an icebreaker on it, and immediately have something to do. No standing in the corner wondering what to do with your hands. From minute one, you're in it.

It's playful. It's a little daring. It's the kind of night you'll actually tell people about.

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Most people come alone.

Seriously — the majority of people who walk through the door don't know a single person. That's not awkward here. That's the whole point. You'll be welcomed, introduced, and folded in from minute one. We make sure of it.

How The Night Runs

Two hours. Zero filler.

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Minute 0 — Doors Open

Arrive. Get your name tag. Start.

You walk in and get a hug and a name tag. You write your name — and answer an icebreaker question just below it. Something like: "Where's one place on your bucket list?" Immediately, strangers have something real to ask you. No awkward openers needed. From the first minute, there's an activity already happening — stations with questions, a whiteboard to write on. You're never just standing there.

Minute 15 — The Circle

Everybody in. Quick intros.

We gather the whole room in a circle. The founder says a few words. Then everyone does a quick intro — name, where you're from, one thing. If the group's big, we break into smaller circles of five or six. Either way, within 15 minutes of arriving, you know people's names. The awkwardness is already gone.

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Minute 25 — Round One: Games

The games. In pairs. It gets loud.

These aren't icebreakers. We don't call them that — nobody likes icebreakers. These are games, drawn from the world of improv, built for two people at a time. You play with one partner, then switch, then switch again. The whole room plays at once — which means it gets loud, and that's the point. Energy creates energy. Nobody's performing for the room. You're just connecting with the person in front of you.

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Minute 50 — Open Mingling

Music up. Move around. Talk to people.

Music goes up, voices raise, and the noise creates energy. This is not a quiet, polite event. Talk to people you just played games with. Ask about their name tag answer. Get someone's number. We come back for round two in about 20 minutes.

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Minute 70 — Round Two: More Games

Back together. Deeper this time.

Second round of games — same format, new games. By now the room has loosened up. People are laughing. The energy is different from when everyone walked in. This is when it gets really good.

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Minute 100 — The Closing Circle

One song. Together. Then you leave.

We close in a circle. One question — "What's one connection you made tonight?" Everyone shares. The founder reminds you to get people's contact info — we make that explicit so nobody has to be brave alone. And then: one song. Every single time, we close with Don't Stop Believin' — the whole room, in a circle, singing together. It sounds crazy. It's incredible. Two hours. Sharp. Until next time.

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Mike, Founder of Good Trouble
The Person Behind It

Built by someone who studies connection — and can't stop building it.

Mike is a licensed couples and relationship therapist, former Division I athlete, filmmaker, and someone who's spent years living and building community across the US and Latin America.

He ran a version of this in Washington DC — monthly events where strangers from all over the world actually became friends, through structure, games, and genuine intention. It worked. Now he's bringing it to Austin.

He built Good Trouble because he knows what isolation costs — professionally and personally. And he knows that belonging doesn't happen by accident. It takes someone willing to engineer it.

First Events — May 2025

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