A lot of advice for #dnd and other #ttrpgs includes 'do improv' or 'include more improv in your game,' but that can be hard if you haven't tried improv. Well I've been doing it for going on 5 years, so I'm going to share some things that i have found useful when playing and GMing
I'm going to keep all the different bits under the hashtag #improvrpgs because there is plenty to talk about. Other improvisers, why not share your own insights as well!
First of all, the big piece of advice that gets ported from #improv to #dnd and #ttrpg is 'use Yes and...'
What does that mean?
What does that mean?
'Yes and...' is said to be the number one rule in improv. When your scene partner suggests something, you should say 'yes and...'
which means you agree with how they have set up the scene and then add something new.
which means you agree with how they have set up the scene and then add something new.
When you start learning improv, you do this literally.
: the sky is blue
:YES, the sky is blue, AND it is full of birds.
: YES, it is full of birds, AND they are attacking me
etc
Later, this become more figurative. If I say you are on fire, then you stop, drop, and roll.



etc
Later, this become more figurative. If I say you are on fire, then you stop, drop, and roll.
'Yes and...' is really useful because it encourages everyone to work together to affirm the scene and world your are creating. It encourages you to work collaboratively.
In contrast, 'No', and 'No, but...' shuts down that collaboration. Sometimes it can create a short laugh out of absurdity, but it undermines your scene partners, and tends to leave a scene dead in the water because where do you go from 'no i dont agree that this idea exists'?
So the concept of 'yes and...' can be great for GMs in #ttrpgs and also for players. If you all work together to build the world you are creating, it can foster a fun and collaborative experience.
Of course, GMs should be mindful of when to say no, but it still fits with the 'yes and' approach.
You should say no when the suggestion someone gives doesn't fit with the world being created.
So when their suggestion doesn't fit with the 'yes and' of the game.
You should say no when the suggestion someone gives doesn't fit with the world being created.
So when their suggestion doesn't fit with the 'yes and' of the game.
And same for you players! 'Yes and' means saying yes to acting as your character that fits within the world being created.
It also can mean: go for it and suggest something for the world to keep building it (if that is the sort of game you are playing of course!)
It also can mean: go for it and suggest something for the world to keep building it (if that is the sort of game you are playing of course!)
... and this just the main 'rule' of improv.
'Yes and...' fits into a wider range of techniques used by improvisers, and I'll talk about them more in some more #improvrpgs tips!
For now, try saying 'yes and' to your players and in world building and see if it works for you!
'Yes and...' fits into a wider range of techniques used by improvisers, and I'll talk about them more in some more #improvrpgs tips!
For now, try saying 'yes and' to your players and in world building and see if it works for you!
Part 2 of #improvrpgs tips, on justification and suspension of disbelief here: https://twitter.com/MortPhilippa/status/1344357808649756674?s=19