TIL Marlon Brando was in an acting class that was told to act like chickens and that a nuclear bomb was about to fall on them. Most of the class clucked wildly, but Brando sat calmly and pretended to lay an egg. When Stella Adler asked why he said, "I'm a chicken, What do I know about bombs?"

Yes-anding is taught to early students BECAUSE they aren't thinking creatively yet. It's important to hammer down game, get people out of their heads, and make sure everyone is on the same page when students are first starting out. "No" keeps things moving just as much as "Yes" if you're responding like you're in a normal conversation where you aren't being rude. You offer explanations for your answer, just like real life. A common "negation" would be "no, not since..." because that provides background either to your character or to the person you're talking to. As long as you don't make the scene about some past or future event (since then you'll either wind up abandoneding your scene for a time dash or just talking about something that isn't in the present moment, but that's true for yes-anding also).

Example: "I love what you're wearing, sweetie. Did you get that at the mall earlier?" "No, I actually found it at the donation center where I dropped off my engagement ring. I know what you did."

Now obviously this is a bit of front-loading* (depending on the pacing), but you can see that "negating" actually has provided more body for game than the original question. The reason it's taught early to "never say no" is because for a lot of beginners, negating = tension/story, but they have nothing to offer afterwards and it stops momentum.

Same example: "I love what you're wearing, sweetie. Did you get that at the mall earlier?" "No, I found it in the closet."

You are right in the sense that "Yes" is more common (and should be...you don't want a bunch of argument scenes, but "no" doesn't have to lead to an argument). Saying "yes", however, can lead to too many "Pea's in a pod"* scenes- you don't want 15-20 minutes of mutually similar characters exploring their similarities.

*Front-loading: Adding too much, too early. Example: "Please, have a seat" "Thank you! I've really been looking forward to this interview since I lost my limbs at the mill. My 8 children need their father to provide since they lost their mother in The Water Wars."

Yes-anding is taught to early students BECAUSE they aren't thinking creatively yet. It's important to hammer down game, get people out of their heads, and make sure everyone is on the same page when students are first starting out. "No" keeps things moving just as easily as "Yes" if you're responding like you're in a normal conversation where you aren't being rude. You offer explanations for your answer, just like real life. A common "negation" would be "no, not since..." because that provides background either to your character or to the person you're talking to. As long as you don't make the scene about some past or future event (since then you'll either wind up abandoning your scene for a time dash or just talking about something that isn't in the present moment, but that's true for yes-anding also).

Example: "I love what you're wearing, sweetie. Did you get that at the mall earlier?" "No, I actually found it at the donation center where I dropped off my engagement ring. I know what you did."

Now obviously this is a bit of front-loading* (depending on the pacing), but you can see that "negating" actually has provided more body for game than the original question. The reason it's taught early to "never say no" is because for a lot of beginners, negating = tension/story, but they have nothing to offer afterwards and it stops momentum.

Same example: "I love what you're wearing, sweetie. Did you get that at the mall earlier?" "No, I found it in the closet."

You are right in the sense that "Yes" is more common (and should be...you don't want a bunch of argument scenes, but "no" doesn't have to lead to an argument). Saying "yes", however, can lead to too many "Pea's in a pod"* scenes- you don't want 15-20 minutes of mutually similar characters exploring their similarities.

*Front-loading: Adding too much, too early. Example: "Please, have a seat" "Thank you! I've really been looking forward to this interview since I lost my limbs at the mill. My 8 children need their father to provide since they lost their mother in The Water Wars."

*Pea's in a Pod: When both characters share the same traits and outlook on life. The game comes from their point of view or general weirdness. Straight-man walk-ons/tag-outs can often heighten these even further.

Source UCB Advanced, bad indie show host, and probably on one of your 5 improv teams

/r/todayilearned Thread Parent Link - en.m.wikipedia.org