D&D Improv
Actors play out a scene, the host freezes time and rolls a die (d20) to determine action success, and also injects unexpected events for dynamic. The format adapts tabletop RPG mechanics for improvisational theatre.
Players
3β6
Duration
15-20 min
Difficulty
Intermediate
Host
Yes
Full description
Setup and Launch
Gather three to six actors and one host β the Dungeon Master (DM). You need a twenty-sided die (d20) and a bell or other signal for freezing time. Before starting, explain to actors and audience the core principles: "yes, and" (accept and build on ideas), "yes, but" (accept, but add complications), and how the die resolves action outcomes. Emphasize that the story is built together, there's no preset plot, and the die result is law.
How It Runs
1. Setup
The host (or audience) sets the setting, characters, and initial situation or quest. Usually fantasy or adventure, but the format works in any genre with an element of danger or challenge. Actors jump straight into an event or conflict, skipping long exposition.
2. Game Scene with Dice Rolls
Actors play characters, create lines and actions. When an actor attempts a significant action (attacking an enemy, convincing an NPC, picking a lock, jumping a chasm), the host uses the bell to freeze time and rolls the d20.
The roll result determines success:
- 1β5: critical failure β the action fails, often with comic consequences
- 6β10: partial failure or complication
- 11β15: success, but with conditions or an unexpected twist
- 16β19: clean success
- 20: critical success β the action succeeds brilliantly
The host announces the result, and actors continue the scene playing out the consequences. Roll the die only for significant actions, not every movement.
3. Injecting Events
The host can stop time at any moment and inject a random event: an enemy appearing, weather changing, an unexpected encounter, a bridge collapsing β anything that shifts the dynamic and complicates the situation. This sustains scene energy and keeps the story from stagnating.
4. Climax and Resolution
The scene ends with the quest's success or failure, depending on the accumulated consequences of rolls. Actors and host together move toward an emotional or narrative conclusion.
Key rules
Know the world's basics β Keep important details and world rules so the improvisation looks logical and believable.
Understand character backstories β Use character motivations to create interesting scenes and conflicts. This makes the story come alive.
Work toward the shared story β Every action should advance the plot for the whole group, not just one actor.
Use yes, but wisely β Accept ideas, but add complications to maintain tension and avoid predictability.
Roll the die for disputed moments β Use the die to quickly resolve action outcomes and add stakes to decisions.
Start with action β Launch scenes right in the middle of an event to immediately engage actors without wasting time on long exposition.
Prepare seeds β Think up recurring characters or plot hooks in advance to keep the story flexible.
Ask questions β The host should ask actors specific questions to build the story together rather than driving it alone.
Format structure
Context
Resources
What to try next
Similar formats, so you can keep the rehearsal moving without stopping to search.
Format wheel
Actors play a scene, the host periodically stops with a bell and asks the audience to name a number from 1 to 6, each number has a format or game rule assigned to it.
What did the author forget to say?
An audience member retells their favorite book (ideally remembering it poorly); actors ask clarifying questions, then play scenes with edits based on what they heard.
No Laughs Scene
A short-form game for three performers where whoever gets a laugh exits immediately and is replaced by the third performer β as the same character.
Inner Thoughts
A short-form scene where performers step out of dialogue to voice their characters' inner thoughts β or freeze and ask the audience what to do next.
Armando
Long-form format where a monologist shares true personal stories, then performers build scenes inspired by the details, emotions, and themes β expanding rather than reteβ¦
Jar of jam
A modified Harold with character shuffling between scenes across three beats, where performers swap partners while keeping their characters.