I noticed that a lot of the rules in *World games have much in common with the rules for good improv.

I noticed that a lot of the rules in *World games have much in common with the rules for good improv.

I noticed that a lot of the rules in *World games have much in common with the rules for good improv. I’m guessing this isn’t a coincidence. What can we learn from improv acting to become better RPG players and GMs?

http://improvencyclopedia.org/references//5_Basic_Improv_Rules.html

7 thoughts on “I noticed that a lot of the rules in *World games have much in common with the rules for good improv.”

  1. Alfred Rudzki Most obvious is Don’t Deny. There’s rarely a situation where a flat “No,” happens – most of the time it’s “Yes, and/but…” or “No, and here’s what happens to escalate things.”

    Don’t ask open ended questions usually shows up as Asking Loaded Questions, letting you shape the answer. In Monsterhearts, do you ask “What’s interesting about the kid who sits beside you in class?” or is it something helping the player add to a story that’s percolating in your head: “Why does Mary have to sit in the first row, right in front of Ms Schnell? Whose mom is the drug dealer?”

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