|
|
|
|
|
|
|
Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #112
Making Music An Effective Part Of Your Roleplaying
Contents:
This Week's Tips Summarized
Making Music An Effective Part Of Your Roleplaying
- Music Triggers Memories
- Choose The Right System
- Use Theme Songs For The PCs
- Use Volume Control
- Get Organized
- Be Sensitive To The Group
Readers' Tips Summarized
- Speeding Session Preparation
- Introducing New Players To RPGs
- Naming Streets
- Use Obscure PC Skills For Adventure Seeds
- Cheap Minis Substitute
Return to Contents
A Brief Word From Johnn
Two Cool Fiction Recommendations To Inspire GMs
- "The Pillars Of The Earth" by Ken Follett
Signet, 1989, ISBN 0-451-16689-2
Peter W, a tips subscriber, recommended this historical
fiction book and I just have to mention it here. I'm
enjoying it a lot and getting a ton of good GM ideas from
it. It deals with the building of a Cathedral in England in
the 1100's. On top of the great characters and villains, it
goes into great detail about medieval construction, the
economics of a large undertaking like building a new
Cathedral, and what life was like in the twelfth century.
The book also weaves a good plot, including interactions
with leaders and rulers, without turning the story into a
save-the-world affair--a good skill for GMs to have to help
maintain campaign scope and balance. Highly recommended for
fantasy and historical GMs.
- "The Barkorcghasse Chronicles" by Mark Kibbe
of Basement Games http://www.rpghost.com/barkorcghasse
The Barkorcghasse Chronicles is a fantasy-based adventure
series set in an actual game world, Juravia, a setting
replete with fascinating monsters, places, and cultures.
It's just like the old Flash Gordon serials, with a new part
being posted bi-weekly. This series is a good way to enjoy a
story and find some inspiration. The best part is it's
online and free. ;)
(By the way, Basement Games offers a lot of cool gaming
materials like dungeon maps, mini-adventures, rumour hooks,
etc., via its free Membership program. I joined without
spam or hassles and now get a regular email newsletter with
a lot of great fantasy GM stuff. The URL to register is
here if you're interested:
http://www.basementgames.com/register_rpt.php )
Thanks For The Music Tips
I passed on the tips you sent in, as per the request in
#107, to Jared Hunt, and he was then kind enough to compile,
combine and write them into cohesive advice for everyone to
enjoy. Thanks Jared, and thanks to everyone for their tips
submissions--that was a tough topic!
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
Pick Up Some Counters & A Free Adventure For Saturday Night
Visit Dragonscalecounters.com where we have over 130
different plastic counters - More affordable than pewter,
more durable than paper. Come look at our variety and unique
perspective - buy individual pieces or economy packs. And
whatever you do, don't forget your free adventure.
http://www.dragonscalecounters.com/ForgottenHonor
[Comment from Johnn: check these counters out, they're a
pretty cool and safe alternative to figs, and many only
cost twenty-five cents a piece.
Mark L. Chance, an RPG author, Tips subscriber and Tips
contributor, posted a review of this company's products on
the DMAdvice List: http://groups.yahoo.com/group/dmadvice/message/4388
You can also find the review re-posted here:
http://www.dragonscalecounters.com/markchance.html ]
Return to Contents
Making Music An Effective Part Of Your Roleplaying
ArticleBlurb
- Music Triggers Memories
If an NPC or location is always accompanied by the same song
or music type, the PCs will soon come to associate them
which each other, and this helps maintain deep immersion in
the setting.
For example:
- Playing Irish music each time the players are in a pub or
inn will definitely give them something to remember about
it.
- Events often use specific music. What would Mardi Gras or
a grand parade be without the appropriate tunes?
- Playing solemn, dignified music can reinforce the power of
an authority figure.
Be aware that you can tip your hand by playing a soundtrack
too early, allowing the players more time to prepare than
you intended. Conversely, you can use a villain's soundtrack
to build suspense by playing it when the group is in a tight
spot.
Return to Contents
- Choose The Right System
Reaching over to change CDs in the middle of a tense battle
sequence can spoil the effect you are trying to create. It's
vital then, to know the music you are going to use, or more
specifically, know your equipment.
If you have access to a computer during your game, that's an
excellent way to manage your music. There are a number of
different programs available that allow you to create and
categorize lists of music.
MP3 players are another great option as they offer
portability and extended memory which should minimize the
distraction factor. Some also offer the same category
organization features as you find in computer programs.
Making your own CDs with a burner lets you get the exact
tunes you want.
A remote control for your stereo is also a good option if
you are familiar enough to use it without having it in view,
the abrupt changes possible can make for some great moments.
A portable stereo system does not provide the same sound
quality as a full stereo, but it makes up for it in ease of
use.
Return to Contents
- Use Theme Songs For The PCs
Many action movie heroes have theme songs. A potentially
cheesy but fun addition to the game may be for each PC to
have their own theme. The song can be chosen by:
- The GM
- The player
- The other players in the group
If you want to take the idea even further, the character may
receive a bonus to all rolls made while their theme song is
playing. If you use this rule, it is suggested that you
place all of the PC songs in random order, perhaps with the
rest of the music for the session. That way the players
cannot "stall" until the time they know their song will be
playing before taking actions.
Return to Contents
- Use Volume Control
If you want music to provide a backdrop to a scene it should
be played quietly.
Conversely, you can drastically enhance the intensity of a
combat by increasing the volume of a fast-paced song.
If you're setting a scene in a dance club or loud party, it
can help convey the mood if you turn the music up loud
enough that the players actually have to raise their voices
to be heard. Perhaps not the most popular choice with the
neighbours, but if you can pull it off, it works well.
When dealing with volume, always remember: the volume of the
game will always be at least one notch higher than the
volume of the music.
Return to Contents
- Get Organized
These organization tips relate to during the session and
when preparing for it.
- Invest in a CD case that you always keep with your gaming
supplies so you won't forget it.
- Designate a player to change music at appropriate times so
you don't have to. (Even better if she's playing a bard
character).
- Categorize your music.
- This can be done on a computer or MP3 player through the
appropriate software.
- If you are using home-made CDs they can be labelled.
- If you are using purchased CDs, it is a good idea to make
a list of tracks and what they are appropriate for.
- Stereos with multiple CD capacity benefit from a list by
disc and track number.
- Suggested categories are: combat, travel, eerie,
inn/tavern, royal, and of course, there are many more
depending on your campaign style, genre, and setting.
- If burning your own CDs, buy coloured CDs, cases, or
sleeves. Use red for combat, green for travel, blue for sea
adventures, etc.
- Write specific CD titles or track numbers on Post-It
Notes and paste them in your module or notes for quick
reminders and easy in-game reference.
Return to Contents
- Be Sensitive To The Group
It is entirely possible that the soulful ballad you intended
to help emphasize a dramatic moment reminds one of your
players of his ex-girlfriend. A good way to avoid problems
like this is to poll your players after each session in
which you used music. (An after-game question period is
often a good idea anyway).
It also pays to keep an eye on the reactions of your players
when changes in the music occur. This will tell you a lot
about the mood that is actually being created by your tunes,
regardless of your intent.
Return to Contents
Undiscovered Gives You "Role" Playing Freedom
Allowing your players to create their own characters from a
list of skills, then advance those skills and learn new
skills as play progresses, we give you the freedom to really
"role" play your games. Undiscovered is a complete game in a
single book, with a campaign world to boot. Keep up to date
on Undiscovered by joining our FREE membership program.
Order your copy today! http://www.eilfin.com/rptw.html
Readers' Tips Of The Week:
- Speeding Session Preparation
From: Ed K.
As a GM and player of 18 or so years of experience, I
have learned a fair number of ways to speed up the
process of preparing your next game session. I could
probably write a whole book on it, but I'll limit it
to the few points I believe are most helpful.
- Know Your Story Line
This tip may seem a bit obvious, but what it means is focus
on your plot and themes. A great deal of time that I spend
creating sessions has nothing to do with drawing maps and
detailing monsters/treasures/NPCs. Instead, I spend the
most time trying to develop the story line as it should
unfold in the session. If you try to be true to the spirit
of the past, work in the campaign and keep everything
cohesive as it will speed this part of the process.
- Know Your Players
Here, I mean think about what your players want. Don't
waste your time trying to think of a complex hook that drags
them into a murder mystery adventure that you want to run
when you know it is a hack and slash romp they really want.
- Know Your Schedule
Don't take on more than you can handle. Detailing
Dr. Destructo's secret hideout all the way from the
holographic desert scenes on level one to the active volcano
that dominates the pit down on level 98 would be great, but
you need to sleep sometime. Be thorough, but be reasonable.
Don't bite off more than you can chew.
- Know Your Engineer
When you sit down to map out a dungeon or castle or
whatever, think like you are the guy/gal that built it. If
it is the ancient palace of a warrior-king, forget the
labyrinth, labs, and summoning room. He didn't need them.
He needed barracks for his troops, an armory, and maybe some
torture chambers. Don't fall into the habit of creating
certain stereotypical adventure features simply because they
are standard. If you don't need something, don't waste your
time working on it.
- Know Your NPCs
Think ahead on who the NPCs are going to be. If you need
security guards to catch your special agent while he tries
to sneak into the Russian embassy, don't waste your time
making up stats and equipment for them if you already have
stats and equipment for the cops who chased your heroes in
their last session. Just play with the stats a bit and
change their personalities to suit your new needs.
I'm not saying be lazy, but you really do have more
important things to do than worrying about a hot dog
vendor's intelligence score.
- Let Your Players Help
If you haven't the time to draw maps and create NPC
statistic sheets, have them do it for you. Don't trust them
with anything critical to the story line of course, but let
them fill in the background a little. If you let a friend
map out a simple inn for you one week, he probably won't
recognize it a few months later once you've named it and
stocked it full of people and furniture. Along the same
lines, have him whip up the statistics for that hot dog
vendor if it really means that much to you. Who cares if he
knows the guy's strength? It isn't like the guy is going to
beat him up anyway (I hope).
- Introducing New Players To RPGs
From: Marty R.
[In response to Introductory Sessions Tips:
http://www.roleplayingtips.com/issue104.html#r3 ]
The idea of using a solo introductory gaming session is an
excellent way to get new, inexperienced players started in
RPGing. One problem that Brian E. encountered, i.e. the first
player not taking "the bull by the horns", might have been
offset if he had something to give that player prior to that
first session, something that describes RPGs in general
(such as PC classes, basic abilities, skills, game play,
combat, etc.) without going into a large amount of detail
like that in a "standard advanced player's handbook."
I started playing Basic D&D in 1979. I don't know how long
you have personally been into RPGs so excuse the following
if you are already knowledgable. Basic D&D consisted of a
boxed game set with dice, a rule book and a basic module and
was followed by an advanced rule book boxed set. It was
followed some years later by another basic boxed set with a
players book, DM's book, basic adventure and dice. I
snatched up two copies of the second version mainly for the
dice. I quickly got into AD&D and have been using the basic
rule books to introduce new players to RPGs.
This accomplishes two things:
- New potential players get an idea about what is going on
and what options they have in character class selection and
other aspects of RPGs. These players come to the table with
a general idea of what type of character they would like to
play and ask fewer questions.
- There are all sorts of people that express an interest
in, or curiosity about, RPGs. These people may make good
players that show continuing interest or not as their
personalities may dictate. Those that are going to become
"deadwood" usually have their curiosity satisfied by a quick
read through and don't cause the problems associated with
mild interest.
The problem I have encountered with this method is that the
basic rule books in question have too much information for
an ideal introduction. I usually say, "Ignore the
information on spells, particularly if you are not going to
be playing a magic-user." They actually are going to be
playing AD&D rules in my game and becoming overly
knowledgable about the basic spell system used in the basic
rules could be confusing.
One day, if someone doesn't beat me to the punch, I'll write
a basic RPG rule book that explains some of the differences
between systems which can be used to introduce new potential
players to RPGs.
Return to Contents
- Naming Streets
From: Neil F.
If the PCs are strolling around town and you suddenly need
to know the name of a street, you could do worse than name
it after a monarch or VIP.
Return to Contents
- Use Obscure PC Skills For Adventure Seeds
From: Daniel B.
I have discovered that obscure and often under-utilised
skills are great seeds for adventures and I wanted to see if
someone has suggested this before.
For example, I'm running a WHFRP game and one of the
characters has "scroll-lore" as a skill so I tried to
imagine a situation where that would be a really useful
skill and determined that the PCs would need to gather
information about an arcane artifact and that there would be
various conflicting or mis-leading texts. From there I just
extrapolated out the process of finding the texts,
evaluating them and then acting on them.
Another similar skill could be heraldry (perhaps fake a coat
of arms and pose as a noble or investigate a suspect recent
arrival at court). I'd suggest checking some of the weird or
obscure skills your PCs have.
Return to Contents
- Cheap Minis Substitute
From: John S.
Being a little cramped for time, I never get to paint
miniatures. Luckily for me, I found the perfect miniature
substitute during a recent trip to Wal-Mart. In the "kids'
party/kids' art aisle", I came across a neat product by a
company called Learning Playground. They produce packages of
1-inch by 1-inch white plastic tiles that have numbers and
letters printed on them, which means they're perfect
miniature-size. Each package contains 88 (!) tiles, more
than enough for any GM and they retail for $3.97. The black-
lettered tiles are quite thick and hardy, too. The tiles,
which come in re-sealable bags, have three different package
types -- Upper Case, Lower Case and Numbers.
Return to Contents
- Source For NPC Names
From: John S.
While some people might think this is morbid, I like to pull
my NPC names from my local newspaper's obituary listing. I
find that a lot of the names are interesting, especially
when I put a spin on them for the particular campaign or
need. I don't hesitate to mix-and-match names either.
Sometimes I pull the name from several different obituaries
and mash them into one name, using the last name as the
first name and throwing in an elfish suffix or a dwarfish
surname. Some recent examples: Orpha Kanish, Ihoko Brailler,
Darby Neuhaus, Athalene Blymire, Lynialis Reighard.
Return to Contents
MY PRIVACY POLICY & HOW TO SUBSCRIBE/UNSUBSCRIBE
"Roleplaying Tips Weekly" is provided to you free of charge
by RoleplayingTips.com. It is sent only to those who have
specifically requested to receive it. My subscriber list has
never been and never will be available to any third party.
EVER! Your privacy is very important to me, therefore it
receives the respect it deserves.
SUBSCRIBE TO "ROLEPLAYING TIPS WEEKLY"
subscribe@roleplayingtips.com
UNSUBSCRIBE FROM "ROLEPLAYING TIPS WEEKLY"
RolePlayingTipsWeekly-Off@lists.webvalence.com
SUBMISSIONS
Send a blank email to submissionguidelines@roleplayingtips.com for Submission Guidelines
Submissions & Articles may be sent to:
submissions@roleplayingtips.com
Copyright © 1999-2002, Johnn Four, RoleplayingTips.com. All Rights Reserved.
Return to Contents
|
|
|
|
|
|
|
|
|
|
|