Whether you’re playing dozens of NPCs as a Dungeon Master or playing a single character as a player, learning the basics of improvisation will make you a better D&D player, and will help you have more fun playing the game. Some of these tips are drawn from my personal experiences as an actor, some are drawn from formative books by theatrical and gaming professionals, and others are from revelations my players and I have had while playing D&D together.
Before we get started, I want to clear the air about one particular improv tool that gets thrown about a lot—perhaps too much. Nearly every Improv 101 course starts with an explanation of “Yes, And…” a phrase that suggests that good improvisers should never shut down a fellow performer by telling them “No.” Instead, a good improviser should build upon their partner’s statements by instead agreeing (“Yes”) and then expanding upon the idea (“And…”).
This isn’t bad advice. It can keep you from hogging the spotlight and frustrating your fellow players, but it’s not universally applicable. Nowhere is that more true than in tabletop roleplaying games—especially when the Dungeon Master is concerned. The Dungeon Master needs to be empowered to say no to their players and characters when they need to, and players need to be able to tell other players (and indeed, even their DM) no when details about their character that they’ve established previously are being ignored or revised without their input.
This is because D&D is a game that establishes certain concrete details about its characters. It’s also a form of long-form improv that gradually gains layers of context and characterization over the course of a campaign. Players expect a level of continuity that blind adherence to the principle of “Yes, And…” can’t provide. Good alternatives to “Yes, And…” in this form are tools that I call “Yes, But…” and “No, But…”.
“Yes, But…”
Whereas “Yes, And…” requires you to accept any premise another performer (let’s call them players, since we’re talking about improv in a roleplaying context) and then build upon it, “Yes, But…” allows you to accept the player’s premise, but then subvert it to support previously established continuity. This is a great tool for players who are collaboratively building a world together through play, rather than playing in a world that their DM created for them.
For example, Player A might say, “Player B, your character is a mercenary, right? I heard that there’s a fortress full of unscrupulous mercenaries in the desert of Anauroch. Did you come from there?”
If Player B hasn’t created a fully fleshed out origin story for their character, and likes Player A’s idea, B might say, “Yes! That’s right, my character did come from Fort Doom in Anauroch.” Now, Player B likes the idea of coming from a fortress, but they had the idea in their head that their character was a noble-hearted mercenary who only offered their services to compassionate people. B might then say, “But, I left a long time ago. The mercenaries in Fort Doom and I didn’t see eye to eye.”
The difference between “But” and “And” is subtle but important. In this example, Player A’s example carried an implicit assumption that Player B didn’t agree with: “You are one of the mercenaries from this fortress.” While Player B didn’t have a specific backstory in mind for their character, they did have an idea of the character’s temperament and personality, and that assumption clashed with it. So, though they agreed with Player A’s text (and said “Yes,”) B chose to subvert its subtext (“But) instead of building on top of it.
“No, But…”
This tool is useful for Dungeon Masters who like to give their players a bit of free reign in designing the game world, but still want to have final say in what gets added to the setting or the story. Rather than agreeing with a player’s assertion, you are empowered to reject it (“No”). However, in order to keep the game moving (and to keep the player’s feelings from being hurt by a flat refusal), you present an alternative option (“But…”).
For example, the DM might establish a character in a scene. “Before you is Lady Morwen, Duchess of Daggerford. She is busied with couriers and other affairs of state, and she pays you no interest.”
Player A wants to interact with the duchess, and sees an opportunity to both deepen the story and get what they want at the same time. A says, “Oh, I’ve met Lady Morwen before! She’s incredibly pious, and we worshiped at the same temple of Lathander together a long time ago. I’ll go up and talk to her and see if she recognizes me.”
The DM likes how their player has creatively approached this problem, and thinks that it will lead to a good scene. But the DM knows that an important part of the adventure they’re running is that while Lady Morwen professes to be a devout Lathanderite, she actually only worships in a secret shrine of the god of war, Tempus, within her castle. The DM says, “Actually, you’ve never seen Lady Morwen out in the local temples. But I like that you know her from somewhere; what’s another place where you could have met her before?”
This approach allowed the player to get a scene similar to the one they wanted, and also allowed the DM to keep an important aspect of their adventure intact. I love allowing my players to flesh out the world in tandem with me (though my current campaign, Worlds Apart, has such a strong mystery element that it’s been difficult to be as collaborative with my worldbuilding). However, there are times when a player’s contribution steps on an important detail. Sometimes, I can justify letting that detail go and reworking the structure of the adventure, but other times it’s important for me to tell my players, “No.”
I try not to do it too often, since it can be stressful for my players to hear their (usually quite good) ideas struck down simply because it disagreed with a story detail they hadn’t learned yet.
Get into Character by Leading with your Physicality
Matthew Mercer, the Dungeon Master of Critical Role, is a huge proponent of physically embodying a character. He’s explained on Twitter that “physicality can change everything,” and that you can get into character as an NPC just by changing “how you hold yourself.”
Getting into character makes it a lot easier to improvise. If you’re in your own head and trying to pretend to be someone else, then you have to work hard to make that other personality shine through. This is especially difficult because your own brain—if it’s anything like mine—will be constantly critiquing itself and trying to edit your own performance on the fly. If you lose yourself in your character, it becomes easier to silence your own noisy mind and let the character express itself through your mouth unfiltered. Try watching this fan-video and seeing the different ways Matthew uses his body to differentiate his NPCs.
Improving your Improv through Games and Exercises
The best way to learn a skill is to try it. Go out and try and to implement these tactics in your own gaming. If you want to build these skills outside of your regular home game, though, you might want to read a book and practice actual improv exercises.
There are several expertly researched primers on how to become a better roleplayer through mastery of improvisation, but the definitive text is Improv for Gamers, a book written by Karen Twelves and published by Evil Hat Productions. This book helped me bridge the gap between my own theatrical background and my D&D games. It's mostly a toolkit filled with improv warm-ups, games, and exercises aimed at gamers who want to pump up their improvisational muscles, but there are also words of wisdom—sort of like the ones I provided throughout this article—that will help you wrap your head around the “tricks” of becoming a better improviser.
Are there any improv tactics that you’ve applied to your characters or NPCs? Share them with your fellow D&D players in the comments!
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist and the Critical Role Tal'Dorei Campaign Setting, the DM of Worlds Apart, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and Kobold Press. He lives in Seattle, Washington with his partner Hannah and their feline adventurers Mei and Marzipan. You can usually find him wasting time on Twitter at @jamesjhaeck.
"Yes, and..." works, but the for RP the phrase is "Yes, and there are consequences..." ;-)
I love improv in my games.
In the current campaign I DM, I have had a few sessions that have been entirely improvised from start to finish, as the players have done something completely unexpected. I find that these are usually my favourite and most memorable sessions. Not sure what that says about my planning skills!
Excellent DM tip in your "No, but..." segment!
This is one of the many things my group of newbie players need to learn. Along with talking in character. All too often do my players squabble about loot with each other in the real world, not in the game world.
I think that the “Yes, And…” improv tool is definitely thrown around too much in role-playing circles. For one thing the average improv scene is what, five minutes long? Then the world created in that scene is discarded and a new one is created. D&D campaigns, on the other hand, can span years of real time and years or even centuries of game time. The characters have a past and future. Decisions they made long ago continue to affect the world of the campaign today. They probably have long-term goals even if those goals are just to level up and get more loot. That is a huge difference between role-playing and improv. In role-playing the characters aren't disposable.
Since you are playing a role there are good reasons to say "No" sometimes. Your character's history, goals, personality and wants are what makes them a character. If you have to keep changing those things for sake of agreeing with someone else then are you actually playing a character anymore? Besides, conflict is a part of D&D. PC versus NPC conflicts are pretty much the point of most adventures. Even PC vs PC conflicts can work nicely if handled well. Remember that unlike improv you can stop and discuss your ideas because of course unlike improv there is no audience. Plus there is an adjudicator (the DM) if the issue is between two PCs. In my experience there tend to be fewer of these as you get further into the campaign but early on the group really should stop to discuss why the LG Paladin and the CE Assassin are working together. :D
I would absolutely love to read more about this. I'm going to pick up improv for gamers right now. But if you need encouragement to write another article on the topic, consider this my vote.
Thanks for writing this!
Spend enough time on the internet, and it's clear that a lot of people (especially people who have been around a while) want to treat D&D as a more concrete (war)game to be "won." Those of us more interested in the "RP" part of the "RPG" can use these tips, especially how they differ from what you'd learn in traditional improv. And, frankly, with a million posts dedicated to arguing rules or min/max builds or discussing ways to optimally kill your players without feeling guilty, more about player/DM collaboration are appreciated.
The explanation in the article uses the phrase and illustrates it quite literally, but al three techniques fall under the "yes and" methodology. The main point is that you never make a statement that closes a scene by yourself. Think of it as one of those Scooby-Doo hallways full of doors that seem impossibly interconnected. When players are playing out a scene together, their statements functionally open a door and invite everyone to come through. Good role play, like good improv, doesn't require you to go through that door, but if you refuse that door, you have to offer something back or the scene ends.
Sometimes a scene should end, though, right? In that case, when you think you've reached the logical conclusion, you can begin walking through the exit door and essentially ask your fellow players to shut the door behind them. It's a really delicate and nuanced dance.
If you want to have a deeply immersive game, all the players at your table have to be ready to handle these situations. If two characters are having a heated, private discussion at a table in the inn that doesn't seem to have an exit, it's incumbent on the other players, DM included, to offer a new exit. For example, "at this point during Araven and Destal's conversation, Haggar rocks up to the tablr with an armful of tankards." Now they have to decide whether to bring Haggar into it or mutually shut it down.
My DM and rest of my group was completely floored by my character last session. Our party is currently being framed for necromancy and are all in jail. I play a female dragonborn bard...there's a whole story on that. But bards are storytellers, so when it came my characters turn to be interrogated, the inner bard came out and I mentioned that we had released an ancient dragon who was currently wreaking havoc across the countryside, and how we had fought a powerful group that lead a town we had previously been in. We play every Saturday, but a few people will not be there this weekend and are now having to wait until next weekend to figure out the fate of our characters all because of my bard.
I find the improv I do as a DM almost works better for my group then my planned scenes. I think the players like to challenge me at times to see what I’ll come up with. They are quite surprised when I’m able to ebb and flow with them. I also use the yes, but often to keep the story moving. They know that my sandbox does have a few invisible boarders.
Finally nice to see someone push back on the "yes and..." maxim. A good DM doesn't always have to say "yes" to his players.
Been improving at RPG sessions for over 35 years now. Took me through acting school, and later voice-over jobs. It's impossible for me NOT making voices and gestures, not even at home with family hehehe
Ditto. This has been one of the hardest improv elements for me to accept. I don't want to stop my players, but I'm seeing that when I do set rare, hard boundaries, it helps the players better understand the world -- the world has rules and consequences.
What is the song you can hear in the background of the video? Does anyone know?
As the veteran roleplayer at the table and a frequent DM, I always tell my fellow players to use one another as props. Too often players with deep backstories get wrapped up in soliloquies about how they came from this village or experienced this tragedy, and that doesn't leave room for other people to play with without inserting themselves into the scene (which inexperienced roleplayers are often too shy to do). So, I teach them to tell their character's story by getting other characters to tell them theirs. How they try to get that information can inform a lot about how they should play that character.
For example, I play a Neutral Drow Glamour Bard on the run from the Spider Queen. We're playing using the Tal'Dorei campaign book, which makes it pretty explicit that Lolth watches her Drow through the eyes of spiders. Because of this my character is paranoid, reclusive and perpetually on the lookout for arachnids to kill, believing that her longevity on the surface is directly tied to how long she can remain unnoticed. She fell in with this band of mercenaries because it kept her on the move and surrounded her with people who knew how to fight and wouldn't turn up their noses at what she was. Basically, she is everything that a Drow should be and a Bard should not. To better fit in on the surface (and to tell her tale by facilitating the tales of others) she picks a party member every time they enter town and adheres to them until it's time to leave. The first person she chose was our cleric: not only was he a male (fascinating in its own right for a Drow) but his relationship with his god wasn't antagonistic, which was perplexing on a different level entirely. At first the other players made fun of me for setting up such an obvious romantic interest early on, but as we enter more towns and she spends more and more time interrogating each character, they started to pick up that this was a character who was trying her hardest to learn the world she was now a part of. That doesn't stop me from playing Celiel as aloof and arrogant, but picking a player to help every time we go into town instead of pursuing my own interests has allowed me to develop those qualities in her that make for a good Bard, albeit a strange one.
I usually agree with you, but one thing DMs shouldn't be allowing at the table, is the ability to just decide what the characters should know on the spur of the moment.
exemple, a character shouldn't know that he suddently knows the lady queen out of nowhere, it should have been discussed with the DM prior as a background element. not chosen on the spot because the player wanted that to be. that said Matt Colvill once said one thing that made me agree with him 100%. a DM should be able to do half the way while the other players should be able to do the other half. in your exemple, the DM clearly said no to the player because that made no sense at all, but he did at least 50% of the way by telling his player, yes you could of known her from somewhere else. but in your exemple, wouldn't that be something better discussed outside the game with the DM ? otherwise whats stoipping players from just deciding, hey i suddently learn this language because i hadn't chosen my extra language yet. or worse, just them saying, i'm the king gone rogue from another city, i'll just call out out my army and they'll deal with the dragons, end of the campaign.
fact is, if you let your players drive the story out of nowhere, then why are you there to begin with ?
the way i do this...
my players knows what they knows about the region they live in, they might know a thing or two about other regions, but surely they have never visited other regions before. so i discuss their background with them, i always require a bit of knowledge prior the game. may it be a paragraph or two doesn't matter i just want to know a bt about them. so i can further the story of their characters. after that i just listen to them as they play and while they had stuff to their characters, i make a custom made story for them. adding more and more until their character either dies or become something else. while it is fun to watch them grow, there is a limit, i would never let the players dictates what they know about my world ! the only execption to that is when a character thinks he might know something and ask me "would i know anything about that ?" i usually take a good look at their background and let them roll a die to know if the info is somewhere. exemple...
player:"would i know what a vampire is ?"
DM *look sat player background and class, he's a rogue who lived as a urchin when he was young in a city full of thieves.*
DM:"you know what, roll the die and make an history check for me"
Player:"18 total"
DM:"you know the horror stories about monsters who drinks childrens blood during the night, if you stay up too long."
DM *pheeew, my vampires are hidden and have been quiet for centuries, there is no way a child of the street would know what a vampire is except the scared children stories*
as a DM you are the one who designed the word around them, why would they suddently be able to add or remove anything in "YOUR" world without a good reason.
a player who suddently would tell me, i know the queen, we were best friend when we were young. i'd be looking at him strangely and if he never told me anything before that moment. same as my other players who would suddently thinks the guy is all mighty powerful.
Exception that may have hapenned to this very thing though... but again it was discussed prior to the event. which is even more important to discuss with your DM prior to the events.
player A:"I know the king, he'll greet us, he's a good friend of the house i lived in."
Player B:"Yeah right, as if you... a crybaby and a coward would know the king ?"
Player A:"Well i do know him from the noble house i lived in, he shows a letter from the king to him asking how he's faring."
Player B:"Seriously ?!! then it changes everything !"
DM *thinking, if only they knew he's a forger who hapenned to have the kings signature on a parchment paper... hehehe he's just toying with his forged letter.*
this hapenned before to me, but again it was discussed prior to the event, because the player had an important letter in his inventory due to his background.
seriously, yes its a group effort to make a story, but if the story is suddently about how your level 1 characters already knows the court and are best friend with him, then something is awefully wrong with your story. at level 1 your players shouldn't be having that political power right from the get go. thats the point of being level 1.
exemple of players going too far...
Player A:"You guys shouldn't fear the archdevil of hell up there, he's nothing compared to me."
Player B:"He'll turn you into gold just for talking to him."
Player A:"Nah, i'm a nine tail fox kitsune living in a strange world of yours where i am the only creature of my kind. my illusion are all real reguardless of what i do, so i can just summon a dragon in his chamber out of my will and it will wreck him badly even though i'm level 1."
DM:"We discussed that, and know your illusions do not take on a physical form."
Player A:"Oh right, still i can talk him too, i'm stronger then him !"
DM:"Rolls eye as the player clearly ignores everything we talked about and just invent his own story on the spot"
later during that conversation with the arch devil.
Player A:"My friends only want to talk to you as they are wondering why you want them dead, i demand that you stop hurting them through your minions, or else i will be forced to kill you where you stand"
DM:"You are an interesting creature, did anyone tell you that ? i have a collection of statues in my vault, i think you'd fit right in as an exotic piece"
Player A:"Don't treaten me, devil, i am far more powerfull then you."
DM:"Ok, let's consider that perhaps you are, which i doubt... if your friends wants to know the truth, they can just come to me and ask, instead of sending a goon like you who knows nothing about the outside world. but i am not without a heart you know, here's something you should give them from me, a gold coin ! they'll know what to do with it."
Player A:"I don't care about that gift, they dont care either about a single gold coin. just stop whatever you are doing or else..."
DM:"Ok this has gone far too long and my meal is about to arrive." *the archdevil huge form stands up from his huge chair, and his big hand goes toward the player to grab him*
Player A:"I just divert his hand with one of my nine tails"
DM *rolling his eyes again, because player clearly do not care for the current story and only care about the fact he's level 1 and yet should be able to kill a CR 24 creature which is what is standing in front of him.*
DM:"Roll me a strength save, whatever..."
Player:"Critical, natural 20 !"
DM:"Ok you divert his attack... but he's going for a second one, you can see the rage in his eyes, he's done talking. he's going for you ! what do you do ?"
Player:"i simply stay there sitting on the chair and says:"let's not go ont hat road you already know you will lose !""
DM:"He's again going for a grapple, roll another strength save."
Player:"15 ! i again divert his attack with my tail as if it was nothing !"
DM:"Unfortunately as you divert his attack with a tail that isn't prehensible. you get grabbed by his huge hand. he brings you to him and says:"Last chance at accepting my conditions little fox, part of my golden statue collection, or you work for me and try to convince your friends of doing the quest i want them to do ?""
Player:"So be it, i was not here to fight you, but now i am... *rolls an attack that clearly misses because 5 on the die and level 1*"
DM:"You had enough chances, center piece it is !, roll a constitution save as he shower you with golden dust from his side bag."
Player:"19 ! he fails !"
DM:"That's what your character thinks, but unfortunately his DC is about 24. you failed by more then 5 point and thus are turned into solid gold by petrification. now to to the other players, including the cleric who witnessed everything because he didn't want you to fail miserably, but didn't want to intervine and die for your mistakes."
Cleric:"after witnessing the events, i'll just go back to the others and say he failed, he was turned into gold."
Other players:"oh well, we tryed, it didn't want to listen, its fault, let's move on !"
player:"But you are not coming to get me ?"
DM:"they just barely met you, you literally met them 5 minutes ago, ignored everything they told you, thought you were more powerfull then an archdevil and i the DM gave you about 3-4 chances of leaving the room safe and sound. what else did you want us to do ? allow you to beat down with a single punch an archdevil of greed as a level 1 ? sorry but thats not my type of campaign, you knew it as i told you right away, i even gave you the option to do a race that do not even exist in my world, i even took time to modify it so we'd both be ok with it. yet you ignored everything we did and everything the others told you and went to do something as crazy as trying to intimidate an archdevil of greed and at that 3 times even though it clearly didn't work. of course there would be consequences to your actions ! sorry but you'll have to make another character."
Player:"This is bullshit, you cheated me out of my character"
DM:"No i didn't"
Other Players :"Dude you literally had 4 chances out of the DM to leave the room safe and sound. thats like twice more then he would give to any of us at the table."
DM:"The door is right there, there is another game in theother room, its an anime style game where the DM likes very powerful characters, i already told you that before, go... ask him if you can play in his game, cause clearly you ar not made for this table. your style of play do not fit our game here. but im sure you'll love his !"
Player:"But its you i want as a DM, you are the best !"
DM:"He's not bad either and the game will be more into your alley, go there please !"
and to this day the player is still there playing with that DM. he loves it !
sorry about this long ass thing, but i wanted you to know what "yes, but" can actually do without proper discussion first !
i'm the kind of DM who says yes to his players, all the time, because they too have good points and all, but you really need to have discussion prior to events and not let your players dictates what happens or the consequences of their actions on their own. thats literally your job as a DM. you are there for that, not just enforce the rulings.
That's unfortunate it doesn't work for you. Examples like that make me happy I left bad groups to find the good one.
Where is that flumph image from?
The variant "plot points" rules in the DMG chapter 9 allows players to introduce new elements in a scene, but with limited usage (one plot point per player per session). It's a good way to introduce players with the "Yes, but" elements of improvised storytelling.
Well yes, but actually no.