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Burning Questions: How Can I Add Ambience to D&D Sessions?
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<blockquote data-quote="MNblockhead" data-source="post: 7765869" data-attributes="member: 6796661"><p>This article is an example of why one must be careful about including music in their campaign. I don't think I would enjoy playing in a game with the author's choice of music. I'm not knocking the author's taste in music--I like Zappa, but it would ruin immersion to have Zappa playing in the background. Actually, any music with words in a language I understand would be distracting. Playing old Nintendo-game music would be annoying. I don't think I could stay long at a table with that going on. </p><p></p><p>I've tried using music at my table, both Syrinscape and music playlists (Apple Music and then YouTube Music). Syrinscape is neat, but too fiddly for me as a DM. I would only use it if a player took on the game-DJ role. Also, I would likely NOT want to use the spell sound effects. </p><p></p><p>I found using the playlists on Apple Music or Youtube to work much better. There is a wealth of thematic background music one can use. I do think it can add something to the game as long as it is not too loud or otherwise distracting from game play. </p><p></p><p>As I get older, I am less impressed by attempts to create ambiance. I keep coming back to a more minimalist play style. The great thing about TTRPGs for me is that it exercises your imagination. The more props and special effects you add to it, to less your mind has to do. That's why I don't feel compelled to spend a fortune on ultra-realistic terrain. In terms of ambiance-creating gimmicks I've tried or have been subjected to, here are how I stand on them:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Background music works best when it gets out of the way of your imagination.</li> <li data-xf-list-type="ul">Scented "gaming candles" can be interesting--at first, but you can't change scents as easy as music, making it hard to support scene changes with scents. Also, many people are sensitive to scented candles, so ask your players before lighting up candles.</li> <li data-xf-list-type="ul">Lighting. You'r playing a game not having a themed dinner party. Keep the lighting bright so people can easily read and write. If you play with digital devices, maybe this isn't as important, but I would think all the lit screens would ruin the effect of your ambient lighting anyway.</li> <li data-xf-list-type="ul">Digital aids. I will use RealmWorks and VTTs for showing maps but I rarely show pictures of NPCs, locations, etc. Usually I prefer good verbal descriptions.</li> </ul><p></p><p>For new DMs asking about all this stuff, I tell them to forget about it. Get the core rule books, and adventure they are interested in running, some dice, pencils, and character sheets. As for creating a good game ambiance, bring together a good group of players and the "ambiance" takes care of itself.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7765869, member: 6796661"] This article is an example of why one must be careful about including music in their campaign. I don't think I would enjoy playing in a game with the author's choice of music. I'm not knocking the author's taste in music--I like Zappa, but it would ruin immersion to have Zappa playing in the background. Actually, any music with words in a language I understand would be distracting. Playing old Nintendo-game music would be annoying. I don't think I could stay long at a table with that going on. I've tried using music at my table, both Syrinscape and music playlists (Apple Music and then YouTube Music). Syrinscape is neat, but too fiddly for me as a DM. I would only use it if a player took on the game-DJ role. Also, I would likely NOT want to use the spell sound effects. I found using the playlists on Apple Music or Youtube to work much better. There is a wealth of thematic background music one can use. I do think it can add something to the game as long as it is not too loud or otherwise distracting from game play. As I get older, I am less impressed by attempts to create ambiance. I keep coming back to a more minimalist play style. The great thing about TTRPGs for me is that it exercises your imagination. The more props and special effects you add to it, to less your mind has to do. That's why I don't feel compelled to spend a fortune on ultra-realistic terrain. In terms of ambiance-creating gimmicks I've tried or have been subjected to, here are how I stand on them: [LIST] [*]Background music works best when it gets out of the way of your imagination. [*]Scented "gaming candles" can be interesting--at first, but you can't change scents as easy as music, making it hard to support scene changes with scents. Also, many people are sensitive to scented candles, so ask your players before lighting up candles. [*]Lighting. You'r playing a game not having a themed dinner party. Keep the lighting bright so people can easily read and write. If you play with digital devices, maybe this isn't as important, but I would think all the lit screens would ruin the effect of your ambient lighting anyway. [*]Digital aids. I will use RealmWorks and VTTs for showing maps but I rarely show pictures of NPCs, locations, etc. Usually I prefer good verbal descriptions. [/LIST] For new DMs asking about all this stuff, I tell them to forget about it. Get the core rule books, and adventure they are interested in running, some dice, pencils, and character sheets. As for creating a good game ambiance, bring together a good group of players and the "ambiance" takes care of itself. [/QUOTE]
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