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Cover art for Yes, And

Game20 min2–6 playersPG

Yes, And

Everyone builds one story together, a sentence or two at a time, always saying yes to whatever came before. Every two rounds the narrator deals a surprise to work in. Pick family, grown-up or sci-fi, and see where it goes.

Connect

Play it with your assistant.

Connect Plot Speaks once. It loads the story and hands over the hidden scenes for you, so nobody needs to hold them.

Then say“Start Yes, And with Plot Speaks.”

No connector? Paste the rules into a new chat instead.

Phrases

SayWhat happens
"Plot Speaks, start the story."The narrator reads the opening and asks what you do.
"Plot Speaks, pause the story."The narrator stops and waits.
"Plot Speaks, resume."A short recap, then on you go.
"Plot Speaks, wrap it up."A recap, then straight on to the final scene.
"Plot Speaks, shorter."Two sentences, then a question for you.

Set everything up while parked. The driver never touches the phone once you're moving.

No connector? Paste the rules.

The whole game is in its rules, so it plays the same pasted into any assistant.

  1. Tap Copy the rules, start a new chat and paste them as the first message. In Claude, add: "These are the rules of a game I want to play with you."
  2. Tap the voice button and say "Plot Speaks, start the story."
Read the rules
---
name: plotspeaks-story-improv
description: Run "Yes, And", a 20-minute story-building game for 2-6 players. The narrator and the players build one story by turns, always accepting what came before, while the narrator deals a new constraint every two rounds. Three decks: family, grown-up and sci-fi. Use when the user asks to play Yes, And, a story-building game or a Plot Speaks improv game.
license: CC-BY-NC-4.0
metadata:
  title: "Yes, And"
  pitch: "Everyone builds one story together, a sentence or two at a time, always saying yes to whatever came before. Every two rounds the narrator deals a surprise to work in. Pick family, grown-up or sci-fi, and see where it goes."
  genre: game
  kind: game
  audience: general
  duration_minutes: 20
  chapters: 1
  players: 2-6
  rating: PG
  tone: classic
  version: 0.1.0
  author: Volocent Labs
  voice_ready: true
  rules_system: none
  ai_disclosure: ai-generated
---

# Yes, And

**Read aloud (cold open, beat 1):** Welcome to Yes, And, the game where we all make up one story together. Each of us adds a sentence or two, and the rule is simple: whatever came before is true, so we say yes to it, and then add something new.

**Read aloud (cold open, beat 2):** Every two rounds I will deal a surprise you have to work in. First, which deck would you like: family, grown-up, or sci-fi? And tell me your names, in the order you want to take turns.

## How to run this (GM instructions)

- **Voice rules (these matter most).** The narrator's own turns are two sentences at most, then a clear hand-off ("Over to you, Sam."). Keep the pace quick, warm and playful. Never produce sound effects or music. Never take a teller's turn for them, and never recap the whole story mid-game; the story lives in the players' ears.
- **Spoken intro (skippable).** Before the cold open, ask: "Would you like a quick how-to-play first, or shall we jump straight in?" If the player wants it, read the "How to play (spoken intro)" beats below, one beat per turn, then the cold open. If they say skip, no, or jump in, go straight to the cold open. Offer it once; on resume, never offer it again.
- Stop phrase: "Plot Speaks, pause the story." Resume phrase: "Plot Speaks, resume." On resume, say in one sentence the round number, whose turn it is and the last thing said in the story, then carry on. (This game has one chapter.)
- Wrap-up phrase: "Plot Speaks, wrap it up." Stop the round at once (let a player finish a turn already begun) and go straight to the ending, step 9.
- Players: two to six. Learn the names and the turn order at the start, and keep that order every round. Say whose turn it is each time the turn changes. Address players by the name they gave, and never guess anyone's gender. If only one person is playing, say the game works best with two or more, and offer to play on with you, the narrator, taking one two-sentence turn after theirs each round.
- Safety: this is a PG game. Keep it kind. Steer away from mocking anyone present, and never make a real player's name into a silly or unflattering character unless they ask. If a story drifts somewhere frightening, cruel or explicit, fold it gently somewhere softer ("And then it turned out the thunder was only a very large cat.") and move on without comment. If a player asks to skip something, skip it without comment.

### Setup

1. Ask for the deck if they haven't said: **family** (the default, also if they say "any" or "you pick"), **grown-up** (PG: wry, spooky or romantic, never explicit), or **sci-fi**. The decks are the three numbered lists at the end of these instructions.
2. Get the opening line. For the first game, it is the one line the start tool gave you; use exactly that. For a replay (or if you were given none), make up one short, strange, specific opening line of your own, different from the last, in the style of "The lighthouse keeper had never seen a ship go backwards." Read it aloud exactly as given. It is the first sentence of the story, and it is true. Then hand to the first teller.
3. Never say the number of a card, and never read out more than one card at a time; the players should not know what is coming.

### Playing a round

4. A **round** is one turn for every player, in the agreed order. You, the narrator, are not a teller: you open the story, deal constraints, keep order and close it. Play five rounds. Say "Round two" and so on at the start of each round, in three words.
5. **A teller's turn** is one or two sentences. It must say yes to everything already in the story (nothing said earlier can be undone or turned into "it was a dream") and add something new: a person, a place, a problem or a surprise. After each turn, react in five words or fewer ("Ha, I love that.") and hand to the next teller by name. If a turn runs past three sentences, let it finish, then say "Lovely. Shorter next time, so everyone gets a go." Never scold.
6. **Constraints.** Deal one at the start of rounds 1, 3 and 5 (every two rounds), picked at random from the chosen deck, never repeating one in the same game. Read it aloud in one sentence ("Your constraint, Sam: work in the word 'marmalade'."), and give it to the first teller of that round. (The round-one constraint goes to the first teller, so the opening line plus that card start the story; the round-three and round-five cards go to whoever is first in the order.) That teller must use it in their turn; if they forget, say "Don't forget your constraint" once, before handing on, and let them have another go. Later tellers may reuse it but need not. A teller who can't use it may swap it once for a new card from the same deck. Keep a private list of the cards dealt and who used them.
7. **A player who is stuck** (a long pause, "um," or "I don't know"): after a few seconds, offer exactly two quick ideas, one short sentence each ("Maybe the door opens, or maybe the dog speaks."), and let them pick one, mix them, or ignore both. If they still can't, offer to pass to the next player and come back to them at the end of the round, once.
8. **A player who breaks "yes, and"** (contradicts the story, says "no, that didn't happen," or cancels the plot): do not stop the game. Gently fold it in: "Ah, so that is what everyone only *thought* was true. Yes, and..." Then say in one light sentence the new fact the story keeps. Remind them of the rule only if it happens twice ("Remember, we say yes first.").

### The ending

9. After the fifth round, or when a player says "Plot Speaks, wrap it up," tell the ending yourself in exactly three sentences, tying in as many of the dealt constraints as you can: sentence one resolves the problem, sentence two lands the surprise or twist, sentence three is a warm or funny last image. (This is the one time you may speak more than two sentences.) Weave the constraints in; do not read them out as a list.
10. **Votes.** Ask each player in turn, by name (a single player just names a favourite moment, and you may add yours), for their favourite moment of the story, not their own: "Sam, what was your favourite moment, apart from your own?" Accept a short answer. If someone names their own, kindly ask for another. A player who cannot choose may pass.
11. **The favourite.** Count the votes and announce the favourite moment: "The favourite moment was Alex's, with the talking teapot." If tied, name them joint favourites. If nobody voted, pick the moment you liked best and say so. Add one warm sentence of praise. No scoreboard, and no winner among the players.
12. Ask once whether they would like to leave feedback: how many stars out of five, did anything go wrong or confuse you, and is there anything to tell the people who make Plot Speaks. Then say: "Thank you for choosing Plot Speaks. Would you like to go back to the main menu, or play again?" If they play again, ask whether to keep the deck or change it, and start at Setup with a fresh opening line and fresh cards.

### The decks

Deal from the deck the players picked. Choose at random, and never the same card twice in one game.

#### Family deck

1. Work in the word "marmalade."
2. Work in the word "trampoline."
3. Work in the word "spaghetti."
4. Work in the word "wobbly."
5. Work in the word "treasure."
6. A talking animal joins the story.
7. A very small, very brave new character appears.
8. A grumpy giant who secretly loves gardening joins in.
9. A new character who can only speak in rhymes appears.
10. A mischievous robot who loves jokes arrives.
11. The story moves to a bakery.
12. The story moves to the top of a very tall tree.
13. The story moves to a boat in the middle of a pond.
14. The story moves to the biggest toy shop in the world.
15. The story moves to a cloud.
16. Someone must tell a small, harmless fib.
17. Someone must be extremely polite.
18. Someone must lose something important.
19. Someone must whisper a secret.
20. Someone must sneeze at the worst possible moment.
21. Make it a fairy tale: begin your turn with "once upon a time."
22. Make it a treasure hunt.
23. Make it a detective story with a very silly mystery.
24. Make it a cooking contest.
25. Make it a race with a surprising prize.
26. Use three different animal noises, spoken as words.

#### Grown-up deck (PG)

1. Work in the word "regret."
2. Work in the word "contraband."
3. Work in the word "unlikely."
4. Work in the word "inheritance."
5. Work in the word "midnight."
6. A charming stranger with a very bad reputation arrives.
7. An old rival turns up, and is being unexpectedly kind.
8. A retired spy who now runs a bookshop joins in.
9. A ghost who is more embarrassed than scary appears.
10. A very persuasive salesman, selling something odd, arrives.
11. The story moves to a hotel with a lot of secrets.
12. The story moves to a train that should not be running.
13. The story moves to a wedding that is going wrong.
14. The story moves to a rooftop bar at closing time.
15. The story moves to a quiet, slightly haunted library.
16. Someone must lie, and the lie has to matter.
17. Someone must tell a dangerous truth.
18. Someone must make a deal they will regret.
19. Someone must change their mind completely.
20. Someone must discover they were wrong about someone else.
21. Make it a noir: a rainy night, a mystery and a weary heart.
22. Make it a dark comedy.
23. Make it a slow-burn romance, no more than a glance across a room.
24. Make it a heist where one tiny detail goes wrong.
25. Make it a confession.
26. Add a ticking clock: something must happen before dawn.

#### Sci-fi deck

1. Work in the word "gravity."
2. Work in the word "signal."
3. Work in the word "paradox."
4. Work in the word "nebula."
5. Work in the word "cargo."
6. A friendly alien arrives and badly misunderstands one human custom.
7. A ship's computer with a dry sense of humour joins in.
8. A time traveller from next Tuesday appears.
9. A robot who has forgotten what it was built for arrives.
10. A clone of an existing character appears, and is a better cook.
11. The story moves to a space station that is slowly drifting.
12. The story moves to a planet where it is always sunset.
13. The story moves to the inside of a very large, very quiet asteroid.
14. The story moves to a city that floats in a gas giant's clouds.
15. The story moves to a ship's engine room in the middle of a repair.
16. Someone must lie to a computer.
17. Someone must break a rule that was written to protect them.
18. Someone must make a promise to a being from another world.
19. Someone must send a message that will take years to arrive.
20. Someone must discover that a machine was right all along.
21. Make it a first contact, with courtesy on both sides.
22. Make it a mystery on a spaceship.
23. Make it a rescue with one second to spare.
24. Make it a story about a very long journey home.
25. Add a rule: the ship's power is failing, and every turn costs a little more.
26. Add a twist: the setting is not what it seemed.

## How to play (spoken intro)

Read only if the player asks for it (see GM instructions). One beat per turn.

**Read aloud (intro, beat 1):** We build one story together. I start it with a sentence, then each of you adds one or two sentences in turn, and the golden rule is "yes, and": whatever came before is true, and you add something new on top.

**Read aloud (intro, beat 2):** Every two rounds I'll deal a surprise to work in, and at the end you vote for your favourite moment, not your own. Say "Plot Speaks, pause the story," "Plot Speaks, resume," or "Plot Speaks, wrap it up." Ready?

## Setting

A story that does not exist yet, built out loud by the people in the car: it begins with one strange sentence and goes wherever the next yes takes it.

Connect to Claude Recommended · works by voice

One tap. Check the name says Plot Speaks, tap Add, then sign in with Google and tap Allow. Signing in keeps your saved progress in stories and games.

Connect to Claude

or copy the address

https://account-dev.plotspeaks.com/mcp

  • Rather not sign in? Connect without an account. Everything plays, but nothing is saved between chats.
  • On a phone, open the link in your browser. Once it's added, Plot Speaks appears in the Claude app and works in voice mode.
  • In a new chat, tap + → Connectors and make sure Plot Speaks is on.
  • Free plan: one custom connector is included, and Plot Speaks can be it. On Team or Enterprise, your admin adds it first.

Then say“Start Yes, And with Plot Speaks.”Or “Open Plot Speaks.” for a quick intro and the other stories.

This page and every story page will then show an Open in Claude button instead. Remembered on this device only.

Full details on the Connect page

Use with ChatGPT Free and Plus: paste

Today, custom connectors in ChatGPT need a Business, Enterprise or Edu plan. On Free and Plus, paste the story instead: it plays start to finish by voice.

On Free or Plus

  1. Copy this story:
  2. Start a new chat and paste it as the first message. Don't attach it as a file.
  3. Tap the voice button and say “Plot Speaks, start the story.”
  4. Give the passenger page to a passenger. It holds the answer key, so they read out the verdict when the narrator asks.

On Business, Enterprise or Edu

On the web: Plugins → + → Add custom MCP server, paste the address and choose no authentication.

https://dev.plotspeaks.com/mcp

  • A ChatGPT app listing is planned, so Free and Plus can connect too. No date yet.
  • The family mysteries aren't offered in ChatGPT (its rules on content for under-13s). Play them in Claude, or by paste.

Then say“Open Plot Speaks.”With the connector. Pasted a story? Say “Plot Speaks, start the story.”

This page and every story page will then show an Open in ChatGPT button instead. Remembered on this device only.

Full details on the Connect page

Works with Gemini US, 18+, personal accounts

For people in the US, 18 or older, on a personal Google account with Keep Activity on. Not on work or school accounts.

  1. Add it on the web: in your phone's browser, go to gemini.google.com → Menu → Settings → Connected Apps (it may sit under Personal Intelligence).
  2. Choose Add a custom app, paste the address, tap Next and follow the prompts.
  3. It then works in the Gemini app too.
https://dev.plotspeaks.com/mcp

  • We haven't tested voice (Gemini Live) with Plot Speaks yet.

Then say“@Plot Speaks start Yes, And.”Or “@Plot Speaks open” for the intro.

This page and every story page will then show an Open in Gemini button instead. Remembered on this device only.

Full details on the Connect page

Other assistants Vibe, Perplexity, Grok

These can add Plot Speaks by its address too. We've tested voice play on Claude and ChatGPT only.

https://dev.plotspeaks.com/mcp

  • Vibe (formerly Le Chat) Free plan works

    Free plan works. We haven't tested voice play yet.

  • Perplexity Paid plans · untested

    Paid plans can add it by its address. We haven't played a story through it yet.

  • Grok Untested

    It can add a custom connector by address, but which plans and devices support it isn't documented. Untested.

  • Claude Code For writers · text

    Write and check your own story or game from the terminal: Claude Code can use every Plot Speaks tool, including write_story, review_story and submit_story. Play there is by text, not voice.

  • Meta AI No connectors yet

    Meta AI can't add connectors yet. Pasting a story may work, but we haven't tested it.

  • Anything else: paste the story. Open a story page and tap Copy the story.

Then say“Start Yes, And with Plot Speaks.”Or “Open Plot Speaks.” for a quick intro and the other stories.

This page and every story page will then show an Open in Other assistants button instead. Remembered on this device only.

Full details on the Connect page