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<blockquote data-quote="fba827" data-source="post: 4372862" data-attributes="member: 807"><p>Me, personally, I would say to just describe the effect of imitate it if you are good at that.</p><p></p><p>Playing some clip of a sound effect has been anticlimatic in the past when group's I've been in have used it. It takes 5 seconds to say "as you approach, you hear <fumble to hit the play button, make sure it's in the right spot, etc>" all for a 1-2 second sound of feet shuffling. Basically, it just turned in to a distraction by the end of it. However, the one time it worked really well as when the party was going through this long cavern approaching a large monster (they didn't know what) and on the CD player we had the sound of heavy breathing (on continuous repeat). The volume was low to start but every few rooms, the volume went up one notch until the breathing was very loud near the rear of the cavern.</p><p></p><p>But, yeah, the pay off for taking the trouble to do this may not be worth it when all is said and done.</p><p></p><p>There was also some AD&D adventure back in the day that came with a CD of sounds for you to play in different rooms... everything from rat scurries to goblin screams, to undead moans, etc... don't remember what it was called though. But, yeah, that too just became a distraction once the novelty wore off by the third room.</p><p></p><p>Edit: mood-effecting background music (creepy/climatic/etc) on the other hand is all good.</p></blockquote><p></p>
[QUOTE="fba827, post: 4372862, member: 807"] Me, personally, I would say to just describe the effect of imitate it if you are good at that. Playing some clip of a sound effect has been anticlimatic in the past when group's I've been in have used it. It takes 5 seconds to say "as you approach, you hear <fumble to hit the play button, make sure it's in the right spot, etc>" all for a 1-2 second sound of feet shuffling. Basically, it just turned in to a distraction by the end of it. However, the one time it worked really well as when the party was going through this long cavern approaching a large monster (they didn't know what) and on the CD player we had the sound of heavy breathing (on continuous repeat). The volume was low to start but every few rooms, the volume went up one notch until the breathing was very loud near the rear of the cavern. But, yeah, the pay off for taking the trouble to do this may not be worth it when all is said and done. There was also some AD&D adventure back in the day that came with a CD of sounds for you to play in different rooms... everything from rat scurries to goblin screams, to undead moans, etc... don't remember what it was called though. But, yeah, that too just became a distraction once the novelty wore off by the third room. Edit: mood-effecting background music (creepy/climatic/etc) on the other hand is all good. [/QUOTE]
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