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Improvisation Techniques for TTRPG Dungeon Masters

  • Writer: Lorelis Eathalen
    Lorelis Eathalen
  • Sep 11, 2024
  • 4 min read
a dungeon master improvising a scene, gesticulating a lot with his arms in the air, and is in front of a table with players

Improvisation techniques for Dungeon Masters (DMs or GMs) are essential skills that enhance gameplay. No matter how well-prepared you are, your players will inevitably surprise you with choices that veer off-course. The ability to adapt and improvise will not only save your session but enhance the overall storytelling and immersion.


Stay open and embrace flexibility

The first key to improvising effectively is flexibility. Resist the temptation to overly script your sessions or railroad players back to your planned path. Instead, let go of control and allow players to influence the story’s direction. For instance, if your party decides to ignore the dungeon you meticulously designed and instead explore the neighboring forest, embrace it. Use pre-written material from your prep or recycle unused ideas for encounters or NPCs that fit the new location.


"Yes, and..." to keep momentum

One of the most powerful improv techniques is "Yes, and..." Borrowed from theater, this method encourages building on players’ ideas rather than shutting them down. When a player proposes something unexpected, don’t block it with a firm "no." Instead, incorporate their idea and expand on it to keep the narrative flowing. For example, if they decide to befriend the bandit leader rather than fight him, embrace it! Now the leader might reveal hidden motivations, opening up a new plotline.


Reaction rolls and lists

Reaction rolls and pre-prepared lists are handy tools for GMs when improvising NPC interactions. Roll dice to determine an NPC’s initial attitude toward the players, and use reaction tables to add unpredictability to your social encounters. Additionally, having lists of NPC names, descriptions, or locations can give you a quick solution when players interact with characters or explore places you didn’t plan for. For example, if they suddenly ask the name of the barkeep, pull a name from your list instead of scrambling on the spot.


Third-person narration for quick responses

When you need to think fast but lack the energy or inspiration for detailed NPC roleplaying, switch to third-person narration. Instead of speaking as the character, summarize their actions and responses in the third person. For instance, instead of struggling to voice the barkeep’s response in character, say, "The barkeep mentions there’s trouble in the northern woods and advises you to avoid them." This gives players the information they need without halting the session.


Preparedness enhances improv

Ironically, the best improvisation often comes from solid preparation. Create loose frameworks for plot points, NPCs, or side encounters that you can adapt on the fly. For instance, keep a "floating" side quest ready, which you can insert when the main plot derails. By having a pool of modular ideas, you’re never stuck when players go off-script.


Voices from beyond the Veil


Matthew Mercer discusses improvisation in Game Mastering, emphasizing preparation for unexpected player choices. He advises GMs to create alternate story paths, keep lists of names and NPCs, and maintain flexibility. Improv skills, combined with prepared resources, enhance storytelling despite unpredictable player actions.


In this other video, he discusses the importance of improv and flexibility when running TTRPGs. He advises GMs to loosely prepare side plots, NPCs, and encounters, while emphasizing the value of taking notes to track evolving storylines. His encourages allowing players to influence the narrative.


Bob World Builder explains the importance of improv in D&D, highlighting 4 methods for DMs and players: frameworks, bullet points, scatter plots, and single "nugget" ideas. It also shares tips on enhancing improv during sessions, such as calling on players, and being adaptable.


Here, the Deficient Master shares tools for better TTRPG improv, including the "yes, and..." technique, reaction rolls, 3rd person descriptions, and flexible game prep. They stress that good improvisation stems from preparation, while humorously seeking likes and referencing "quantum ogre" encounters.


On this long video, the DM Liar touches on several improv mistakes, including not

  • knowing your world

  • understanding your PCs

  • building modular game ele-ments

  • creating pool of ideas

  • having backup plan

  • using "Yes, and...", or overusing it


Dungeon Master improvisation Techniques to try out

  1. Practice "yes, and...": Focus on saying "yes, and..." when players offer unexpected ideas. Build on their suggestions to keep the story flowing. For example, if a player wants to climb a cliff instead of taking the path you prepared, say "yes, and as you reach the top, you spot a hidden cave entrance." This can lead to a spontaneous side adventure.

  2. Use reaction rolls: Introduce reaction rolls in your next game to determine NPC attitudes. Roll to decide whether an NPC is friendly, neutral, or hostile when interacting with the players.

  3. Prepare quick NPC lists: Create a list of NPC names, descriptions, and locations that you can reference on the fly. For instance, if the players visit a town you didn't prepare for, pull a name like "Dara, a grumpy merchant with a limp," from your list when they ask who runs the general store.

  4. Prepare modular encounters: Create 3 side encounters that can fit into any situation. For example, design a simple ambush encounter where the party is attacked by bandits, but leave out the specific setting. When the players decide to travel through a forest instead of entering a city, adapt this encounter to the new location by making the bandits forest dwellers.

  5. Embrace unexpected choices: Let go of your planned path the next time players make an unexpected choice. If they choose to ignore a dungeon you prepared and instead investigate a mysterious tower on the horizon, embrace it. Recycle encounters from the unused dungeon, such as traps or puzzles, to fit the tower's theme.

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