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Use of music in a game session
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<blockquote data-quote="KayeoticNeutral" data-source="post: 4828354" data-attributes="member: 84154"><p>Let the music help set the mood... don't throw your player's off by playing eery, spooky music from The Sixth Sense while travelling through a peaceful village of Dwarves... however, if a creepy, undead figure in a hooded cloak lurks in the shadows just at the top of a hill and is conjuring more undead... be prepared to have the creepy music fade in just before it happens or just after the players spot him.</p><p>I will second the comment about the well-known/ lyrical music... it is distracting... I am serious about my games but even I will at least be tempted to sing along if "Indestructible" or "Bodies" begins to play... however fitting it might be, don't use it! People will more than likely pay more attention to the song itself than how fitting it is and move on.</p><p>Have a list prepared... if possible, categorize playlists in moods or events... be prepared to play the suitable song.. don't spend time fumbling through your music library in mid-game... that too is distracting and catches people off-guard more often than not. If you're the DM, you know the general direction of the game well before any of the players do... know what is coming or what may happen in the future and be prepared for when the moment comes.</p><p> One final note... volume is key... too loud, obviously, is too obnoxious... it distracts from gameplay, makes it hard to hear... etc. Too soft, however, and you fail to do what you want to do with the incorporation of music... if you can't hear it, it does nothing for the game... if you can BARELY hear it, people might strain to hear it in the midst of trying to play and pay attention... sound checks prior to gaming could help you in the adjustment of volume.</p></blockquote><p></p>
[QUOTE="KayeoticNeutral, post: 4828354, member: 84154"] Let the music help set the mood... don't throw your player's off by playing eery, spooky music from The Sixth Sense while travelling through a peaceful village of Dwarves... however, if a creepy, undead figure in a hooded cloak lurks in the shadows just at the top of a hill and is conjuring more undead... be prepared to have the creepy music fade in just before it happens or just after the players spot him. I will second the comment about the well-known/ lyrical music... it is distracting... I am serious about my games but even I will at least be tempted to sing along if "Indestructible" or "Bodies" begins to play... however fitting it might be, don't use it! People will more than likely pay more attention to the song itself than how fitting it is and move on. Have a list prepared... if possible, categorize playlists in moods or events... be prepared to play the suitable song.. don't spend time fumbling through your music library in mid-game... that too is distracting and catches people off-guard more often than not. If you're the DM, you know the general direction of the game well before any of the players do... know what is coming or what may happen in the future and be prepared for when the moment comes. One final note... volume is key... too loud, obviously, is too obnoxious... it distracts from gameplay, makes it hard to hear... etc. Too soft, however, and you fail to do what you want to do with the incorporation of music... if you can't hear it, it does nothing for the game... if you can BARELY hear it, people might strain to hear it in the midst of trying to play and pay attention... sound checks prior to gaming could help you in the adjustment of volume. [/QUOTE]
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