Sacrosanct
Legend
Often over the years while playing we would have music playing in the background. Don't ask me why or how it started. All I know is that from my first sessions in 1981 listening to the Scorpions and Journey, to soundtracks today, it's just something that's been there often. But I haven't really done much sound effects.
Yesterday's session I set up the bluetooth speaker on the far side, behind the players, and sporadically throughout the game, I'd secretly hit play on a sound effect. We were playing Felk Mor, which is a dungeon crawl with Lovecraftian elements to it. It's one thing as a DM to describe visuals, smells, and sounds the PCs are experiencing, but I found it a LOT more engaging when the player is describing how they are searching the hallway and suddenly they hear a series of anguished whispers telling them to leave. Or the constant sound of water dripping that suddenly transitions into echoed footsteps.
I didn't play the sound effects all the time, but when it was appropriate. In this particular area of the underground temple, they were random, and always off in the distance, impossible to pin down.
I have to say it worked very well. There were a couple times when I could definitely feel the players on edge themselves. And I grinned inwardly I've always been a fan of player handouts; something tangible for them to feel in the game, from illustrations, to scrolls, to potions, to puzzles. Using sound effects is going to be added to my toolbox from here on out.
Curious to see if anyone else has regularly used these.
Yesterday's session I set up the bluetooth speaker on the far side, behind the players, and sporadically throughout the game, I'd secretly hit play on a sound effect. We were playing Felk Mor, which is a dungeon crawl with Lovecraftian elements to it. It's one thing as a DM to describe visuals, smells, and sounds the PCs are experiencing, but I found it a LOT more engaging when the player is describing how they are searching the hallway and suddenly they hear a series of anguished whispers telling them to leave. Or the constant sound of water dripping that suddenly transitions into echoed footsteps.
I didn't play the sound effects all the time, but when it was appropriate. In this particular area of the underground temple, they were random, and always off in the distance, impossible to pin down.
I have to say it worked very well. There were a couple times when I could definitely feel the players on edge themselves. And I grinned inwardly I've always been a fan of player handouts; something tangible for them to feel in the game, from illustrations, to scrolls, to potions, to puzzles. Using sound effects is going to be added to my toolbox from here on out.
Curious to see if anyone else has regularly used these.