(DMs) How Much Do You Hype Up Your Game?

El_Gringo

First Post
I like getting my players excited over a new campaign. To do so, I usually go beyond the normal "Hey, you'll really like it!" praise. For instance, I plan on starting a new Spycraft game soon. I've compiled various songs appropriate to the genre and created a soundtrack. I handed each player a folder marked "Confidential" that contained info about the campaign as well as handouts containing info about the real life agency they will work for.

Now the players are pumped and asking me when I'll have it ready to play. I don't have anything ready. I spent most of my time looking for music and info for the campaign and not enough time on the campaign itself. Anyone ever have this problem?
 

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no, as im constantly working on my game, in my head or not. I have an idea, i write it down. At work, Home cuddling with the boyfriend, work and even shopping.

I do make soundtracks though with character theme songs. I get them to tell me what song inspires them and relates to their characters. I had a barbarian once whose themesong was "Let The Bodies Hit The Floor" by the Drwoning Pool and a Mage who was a water elementalist (who had ranks in sailing and marinelife) whose song was "Captain Nemo" by Ace of Base.

So i do the same thing =)
 

That character theme song thing is a cool idea. Funny, yet cool.

I usually get people pumped by creating a 5-10 page booklet for each character detailing the areas they came from, basic knowledge they would know, NPCs they are familiar with, etc. I place a few culture specific pictures (depending on the player-characters race) within, just to visually heighten the mood.

After reading the booklet for a while, the players are usually stoked, especially with the plot hooks I intersperse (sp?) within.

-=grim=-
 


nah. i just kill my players characters in the campaign preceding it and tell them they'd better like the new one or i'll do worse to their new characters. :D
 

For my next campaign, I'm compiling a number of art pieces into a tiny booklet as kind of a preview. I'll probably add quotes and such, giving it to the players the siession before the first game.
 


I used to hype my games but found that my players often didn't share my enthusiasm.

So I started using reverse psychology. I prepare games in secret and buy stuff without their knowledge. I wait for the opportunity and run it. With no expectations they actually respond to the game with growing enthusiasm and appreciation. :)

I do often prepare the kinds of props and music that you mention but only reveal it close to when the game is ready to roll.

My players have know begun to take an interest in what I run and by again but I still let actions speak louder than words.
 

Soundtracks?

Picture Albums?


What's next, a Website?


:D



I don't actually do much in the way of Hyping. I keep working on the site; but it's mostly a labor of love.

Most players ignore any stuff I give them anyway. So hype just doesn't seem to work for me.

I make my best efforts anyway simply because I enjoy doing it. In the area of detail and depth into my worlds that is.

If I get players who like world detail so much the better, I put it all before them so they can enjoy it. But if I don't I just shrug and go on until their apathy causes me to close down the campaign.

Maybe I should find some means of hype to stop the apathy... but I've not yet hit anything that works and fits my style.
 
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I've done appropriate music for Vampire games to get the right feel across to the players.

The closest I have come with regards D&D was to buy some CD's of olde medievil music and play certain tracks when they are at banquets or in taverns...etc.

Other than that, i don't do anything.
 

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