Critical Role’s Matthew Mercer just revealed 1 foundational rule that all Dungeon Masters should use

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Critical Role’s Matthew Mercer just revealed 1 foundational rule that all Dungeon Masters should use

Polygon · 4 hours ago

In a recent episode of Critical Role's miniseries Age of Umbra: Sallowlands, Dungeon Master Matthew Mercer demonstrated the "yes and?" technique, a principle borrowed from improvisational theatre, by encouraging a player to explore how an ability might help rather than dismissing it outright. The moment has prompted discussion about a foundational rule that professional and amateur Dungeon Masters alike can use to keep collaborative storytelling flowing during tabletop role-playing games.

The scene arose when player Laura Bailey's character, Sister, considered taking shelter from a dust storm but faced a roll disadvantage; she wondered aloud whether an experience called Dust to Dust might help. Rather than shutting down the idea, Mercer asked how she would like to use it, echoing an earlier instance in the same miniseries when he let another player, Jennifer English, invent an in-the-moment ability for her character. Crucially, "yes and?" does not guarantee success, as dice rolls still determine outcomes, but it fosters creativity and keeps the narrative collaborative rather than restrictive.

  • Matthew Mercer used the "yes and?" improv rule while DMing Critical Role's Sallowlands.
  • The technique lets players explore ideas rather than being shut down immediately.
  • Success still depends on dice rolls, but creativity is encouraged.

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