As an almost 40-year veteran improv player, judge, teacher, coach and organizer who has been GMing tabletop role-playing games for even longer, I am probably not the target audience for Improv for Gamers. It's too concerned with beginners for that. I AM, however, well positioned to review its usefulness. Its crucial flaw is that it's workshop approach, presenting activities that rarely connect well to the role-playing game experience. The 2nd edition does better, with more focused activities and tips (usually by new contributors), but it's still, at its core, a handbook about improv basics being SOLD to gamers, but not always interested in the gamer experience. There are two main problem sections. One is the warm-ups, which includes a lot of silly activities we in the community no longer use because they don't really teach anything useful. The other is all the stuff about miming objects and spaces, which has very limited usefulness around a gaming table (never mind an online play environment - though the 2nd edition does talk about this). Even the examples are filled with "doing the laundry" type scenes that would almost never come up in an RPG scenario. The prose seems to jump from reality to reality, speaking to stage work, table top, larping, traditional RPGs and storytelling games, players and GMs, from sentence to sentence. These all needed to be different sections, but the workshop workbook aspect prevents a better organization of information. Still some good tips in here, especially for more storytelling-based games like Fiasco, but do get the 2nd ed. if there's a choice at all. It looks nicer, has more and better examples, and the tips offered are more illustrative of the gaming experience (add ½ a star to this review).