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Music for the Game....
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TOPIC: Music for the Game....
#56066
Music for the Game.... 7 Months ago  
The Realmsound KS asked a question about the music you play during games. I posted my list, thought I would share it here also. Anyone else want to add to it?

Two Steps from Hell

Skyrim
Diablo 1,2,3
Silent Hill: Downpour
Bastion
The Witcher 2
final fantasy (some) Like the level up theme
Zelda

LotR
Braveheart Soundtrack
The Pirates of the Caribbean
TRON: Legacy (works better than people would expect)
Conan
Midnight Syndicate
Game of Thrones

Gettysburg Soundtrack
Legendox
Goblin
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#56070
Re:Music for the Game.... 7 Months ago  
Nice list :)
Moonkiller
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#56071
Re:Music for the Game.... 7 Months ago  
:O what the hell did i do?? create a new thread? dont even know how i did that, sorry if i did this, it wasnt intentional!
Moonkiller
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#56073
Re:Music for the Game.... 7 Months ago  
Hi,

You can find an already impressive list here: www.dwarvenforge.com/forum?func=view&catid=10&id=46842
biowizard
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#56074
Re:Music for the Game.... 7 Months ago  
The one thing I forgot to do last night...
Search before posting. These are all very specific. Thanks for the list Bio
Legendox
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#56075
Re:Music for the Game.... 7 Months ago  
So, the list linked to in this thread is indeed an excellent list and possibly worth resurrecting to add to at some point. There are two other related aspects I am very curious about though...

First, what method does everyone use for playback during game? We have experimented with music during gaming in my groups and it seems to work best with a digital playback medium for faster queuing and better control. Does anyone have certain programs or methods that they especially like? I guess I am looking for pros and cons and ideas for what to use other than popping in a CD or winamp. Free or paid, either is fine!

The second is, aside from the new sound kickstarter does anyone use sound effects? If so, what are some sources you like?

Essentially I want to add some extra pizzazz and pageantry and these things seem like good ways to do it without going totally overboard.
LordDust
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My players rue the day I bought "Dragon Mountain". Ever since they give every creature a bit more respect. You never know when the GM will decide that this group is crafty...
 
#56087
Re:Music for the Game.... 6 Months, 4 Weeks ago  
Digital all the way. At the very least, you need a CD player with a remote. Better, a computer based music player like iTunes that lets you create various playlists -- they really help you manage large libraries, and you can group your selections by mood and let them run on "shuffle".

I do like the idea of collecting a few fanfares or short pieces to go with various places, situations, or characters, but I don't like sound effects. Playing a sound effect for every combat action would require a huge number of files, and slow things down considerably during already time-consuming combat runs. I suppose if a player wanted to string together the sound effects to play after a combat was done, that might be fun, but the DM has better things to do.

Likewise, I strongly prefer to play atmospheric music at low volume over atmospheric sound effect tracks (like haunted house noises, or "castle at night", or whatever). Prepared tracks never suit my needs, lacking elements i desire or containing elements I don't. (And players are notorious for picking up on cues you don't intend or aren't prepared for.) A truly comprehensive library of sounds matched to an intuitive sound mixing program that allowed someone to create their own custom tracks might suit, but it would still be a major time sink.

Finally, I don't like "character tracks" that substitute a recording for character or NPC dialog. They never actually say what I need them to say, they are limited to extremely specific situations, and frankly it just seems like lazy DMing (or play) -- like the person at the table can't be bothered to voice their own character.
jackattack
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#56088
Re:Music for the Game.... 6 Months, 4 Weeks ago  
I have never GM'd with sound - someday when i have my own game room, but currently i am a vagabond GM and i already carry WAY too much and i am soon to add a few totes worth of terrain ;)

As a player i am fortunate enough to have a few GM's who use sound. Laptop is their preferred method and it seems to work well (i can't speak to software). They use a mix of ambient music to set a mood or environmental sounds. I really like the environment tracks. Exploring a cave with a steady persistent dripping echoing in the background is cool. Arriving in a city and hearing the clanking of carts and the distant sound of voices just really makes it feel right. Whether it is music or sounds it needs to be kept low to not overwhelm the game.

I remember one time when we were making our way through a swamp. We lined up fiigures on the battlemat and then the GM started a track of night sounds with bugs and frogs. He proceeded to cover the battlemat with plastic insects and spiders and frogs (it helps to have young boys and steal their toys...). Funny thing is, i don't remember what we actually fought. What i do remember is how delightfully creepy it felt in that swamp.

I agree with jackattack (most times actually) that the pre recorded dialogue is never exact enough to be what you need and seems to cross the line into my job as a GM

Oh and just for my vote: There is no better gaming music than Grieg's Peer Gynt!
kitenerd
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#56091
Re:Music for the Game.... 6 Months, 4 Weeks ago  
I had actually not considered "sounds of nature" type tracks. I'll have to give those a try.
jackattack
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#56092
Re:Music for the Game.... 6 Months, 4 Weeks ago  
I agree with you jack, I would rather not do something like blow-by-blow sound effects. I was thinking more along the lines of sound clips for certain major events. Like an epic dragon roar or the sound of a cavalry charge. Those could add something without being burdensome or obnoxious. I do already have some atmospheric tracks like medieval market sounds, large battle background noise, etc. Kite, I do agree that volume should be kept low enough to avoid interfering with easy speech and listening, except maybe during a brief sound effect like said roar or charge.

I was thinking laptop would be the way to go. I think I need to look into programmable sound board software where I can at least partially customize the interface that are able to readily play wav, mp3, and maybe another format or two. Maybe something that can read tags and sort files by those so I can easily populate lists based on various qualities? Another plus would be the ability to layer tracks: i.e. play rain, then add in another atmospheric background to play at the same time.
LordDust
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My players rue the day I bought "Dragon Mountain". Ever since they give every creature a bit more respect. You never know when the GM will decide that this group is crafty...
 
#56098
Re:Music for the Game.... 6 Months, 4 Weeks ago  
I like to use ambient sounds like yes, dripping cave sounds, wind in hallways, towns, taverns, etc....

I also like to use sounds of monsters when they appear, like groaning mummies, spirits, sounds of battle....and also creaking doors, unlocking doors, spell effects like bless, chanting, lightning bolt....

the key is having a program that is REALLY easy to use and to find the sound you need easily....with practice, you can hit the sound button without too much distraction, especially if you make up a sound list ahead of time...for instance, If I know there will most likely be a dragon encounter that evening I make sure the dragon roars are near the top of my sound list, I keep them on my iPhone behind my screen...it's worth it, to see the expressions on the players faces when the dragon roars...he,he...we also play in the darkness, so that helps, fog machine too....
Stefan
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Stefan Pokorny

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#56100
Re:Music for the Game.... 6 Months, 4 Weeks ago  
Out of curiosity, is a fog machine a device that produces water vapor, a dry ice receptacle, or an aluminum dust stage smoke generator?
jackattack
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