“Yes, and…” is one of the foundational principles of improvisation and is a powerful tool for any DM or GM to encourage creativity at the table. But does a good DM always have to say yes?
In this episode, Tony, Chris, and Dave sit down to discuss what happens when player freedom begins pulling against the setting, the adventure, or the enjoyment of everyone else at the table (from DM Tony’s kitbashed Curse of Strahd campaign). From unexpected character motives and disruptive choices to campaign boundaries and the DM’s responsibility to the world, the Wise DMs explore when to embrace an idea, when to redirect it, and when it may be necessary to simply say no.
2:05 Can “Yes, and…” go too far at the gaming table?
4:35 Improvisation may begin with “yes,” but that doesn’t mean every idea has to work.
7:10 When “Yes, And…” comes at the expense of other players at the table.
10:20 Establishing the boundaries of the world before the adventure begins.
13:50 Player agency doesn’t mean freedom from consequences.
17:15 Is the DM responsible for making every player idea work?
21:05 Why would players not do something if it’s always worked?
26:05 How the game system can assist with players who really love complete improv.
29:05 Working with the players instead of allowing the game to become adversarial.
33:10 The importance of tone, expectations, and getting everyone to play the same game.
36:55 Final Thoughts.