A little while ago I wrote about a few
of the different enhancements that can be made to a role-playing game
to make it more immersive. In that piece I mentioned that props and
audio enhancements can be used, and I wanted to further expand on
that. The below assumes you have some kind of computer or audio
player close by (for search reasons, I tend to prefer using a
computer). It also works best if you already have the session planned
and just want to increase its impact through a small amount of
carefully chosen sounds. If you are unsure if you should use these
kinds of enhancements, then you should probably just focus on the
adventure itself.
Why Bother and Finding a Balance
I have used
specially created sounds and props in my games before and they really
do help add to the immersive qualities of the game. Instead of trying
to describe a sound, they can actually hear it for themselves. Using
it too much, however, means that time is pulled away from the game
itself. It also takes some time to create this kind of thing and
despite how great it can be, enhancements cannot save a bad session.
I can't remember the last time I prepared more than 2 such sounds.
When I do use this
method, I find using it sparingly really helps improve its impact.
The sound that you choose to use is also important as it should be
important enough to warrant the extra effort. You, as the Dungeon
Master, also still have your natural abilities and if you are good at
voices, you can still do them at the table. This kind of preparation
should be done for sounds that you cannot reasonably perform at the
table. It generally helps to save time a well if you have them play
while you do your Dungeon Master describing of events.
Types of Sounds
Speaking
You can have one
or two spoken lines recorded for when they first interact with the
character to make the impression you want. I would not record every
line for a villain, but having one line prepared to give the
impression can work wonders as players can imagine that voice saying
what you say. This is even more effective if you can do a voice that
is fairly similar to the prepared line but missing the special
effects.
One Time
Sometimes there
will be one sound that you will need to use only in one specific
situation for one adventure, but using that sound adds a lot to the
game. Maybe your characters are fighting in the middle of a lake and
you want to have an ice cracking sound. As rounds go by, you increase
the volume. It is important that this sound actually add something
big to the game (footsteps may be a bit much) and is meant to be at a
memorable spot.
Atmospheric
Sometimes the
sound you want isn't meant to be used in one specific situation, but
a general track meant to set the atmosphere of a location. If you are
going into a cave, maybe you want to make sure the players know how
the echoing water dripping sounds like. In this case, the sound clip
should be long enough to give them the impression of the area. In
theory, you should be able to loop this track and use it as
atmosphere (be careful about doing this as it can get annoying for a
2 hour session).
Harder to Get Started
It's also
important to remember that as time goes on, you will have a
collection of sounds you can use. As such, it will get easier since
you no longer have to create them and can just use them as needed.
Still, I'd suggest not going overboard here and using at most 3 (the
focus should be the players).
How to Do it
- Get an audio editor. Audacity is free and fairly good for this kind of thing.
- Record the sound you want or get it from a sound library such as this one.
- Apply the effects you want. If you are recording your own, you probably want to record just the background noise so you can use the noise removal tool.
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