I've been focusing recently on the topic of building agreement - and the challenges and best practices involved in finding common ground with others, especially those who seem to be a world apart from you. Improv, by the very nature of its major tenet ("Say 'Yes And'"), provides concepts and practical activities that can instill a cooperative attitude in the mind of the performance improviser as well as that of the Daily Improviser.
In addition to a cooperative mindset, anyone wanting to build his agreement-building capabilities through negotiation and solution-finding must become skilled at navigating the seeming contradictions and incompatibilities of the parties' positions. I say "seeming" because, as I've pointed out before, improv as a form proceeds on the notion that everything can ultimately be connected and resolved - even such apparently incongruous notions as, say, "a Sumo wrestler performing Swan Lake."
Listed below are a few activities drawn from the world of improv that can help build negotiating and solution-finding skills. (By the way, I don't claim that any of these is original with me - I've derived them from existing sources.)
YES BUT
The "Yes But" game brings into awareness the downsides of contradicting others' perspectives. You can then contrast that approach by following up with a round of "Yes And," thus showing how taking a more positive, agreement-based direction can open up possibilities between the parties.
PAIRED DRAWING
Partner up. Partner #1 starts drawing a picture on a piece of paper. After 30 seconds, Partner #1 stops drawing and Partner #2 continues the drawing that Partner #1 started. The partners continue to alternate making additions to the drawing, without talking, until one partner feels that the drawing is finished, whereupon he starts captioning the drawing by writing a single letter at the bottom of the page. The other partner then adds the second letter. Partners alternate writing a letter until the caption is complete.
This game encourages cooperative action on the part of the players and teaches them to take into account and build upon the contributions of the other rather than trying to force through an outcome on their own.
QUIT YOUR DAY JOB!
(Works best with 3-4 players.) Each player lists three things that he likes to do in his spare time - or would do if he had any spare time. The players then brainstorm a possible business the three of them could create that would incorporate an element from each of their lists. For example, Partner #1 lists "Surfing," Partner #2 lists "Collect vintage gas pumps," and Partner #3 lists "Record collecting." Their brainstorming leads to an idea: Self-guided tour maps of Southern California surfing spots, illustrated with road memorabilia and lyric excerpts from surf-music songs.
This game encourages the parties to use their combined creative abilities to find commonalities that might not be apparent at first.

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