Those of you who have been will have heard of the "rule of yes". Basically, the theory is that if you're engaged in improvisation (such as LARP), every time you say 'no', you shut down the possibility of conversation and the possibility of exploring new ideas and new plots and new themes. Therefore, the 'standing rule' is that if someone asks you a question, you should answer 'yes', and explore wherever that might take you.
When you say 'no', you "block" the scene...you're rejecting the ideas being offered to you.
"Yes And" is wonderful as well. It's a way of accepting the energy and the ideas of the scene/dialogue and carrying it forward.
In fact, some actors consider "The Rule of Yes" to be the cardinal rule in improv. It does what's called "moving forward", which is to say, it propels the conversation/scene/action along, particularly when you use "Yes and".
The basic idea is fairly simple : when presented with a situation or a question in which you are being asked to accept information, you have a choice to reply with "Yes" or "No"...When you reply with "yes", you do not 'block' the conversation/scene, etc.. With "Yes and", you offer more. You take what's given to you and you add to it.
Compare:
She: "Did you just eat gum off the bottom of the table?"
He: "No." - not interesting, not compelling, not great.
"Did you just eat gum off the bottom of the table?"
"Yes." - leaves you with the question 'why would he do that?' and 'how did she know?' and 'iew'. More compelling than 'no'.
"Did you just eat gum off the bottom of the table?"
"Yes, and it only tastes about a week old. The gum I had yesterday was *much* more stale." - more movement, more interest, more iew, and fun.
So when you're in a LARP situation, I'm not saying you believe whatever you're handed IC, but if you're in a situation where someone says, "Didn't I meet you one time in Krzykstan?", try choosing to say "Yes" rather than "No."
See where it takes you.





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