Music in Role-Playing Games.

Since my first game mastering experience, I’ve tried to achieve a depth in my storytelling that equates with the emotive quality of film. I longed to tug at my player’s heart strings with character driven plots that would be remembered for years to come. Some games have been less than stellar, while others have, luckily, been engrained into my player’s heads, filling me with delight when the phrase “Do you remember in your game…” passes through their lips. One major tool I use for plot driven games is music. Playing music during role-playing games tends to be a controversial subject, that I have seen players and game masters wail about to no end. This article will detail some common missteps that game master’s run into when attempting to add music to their games.

Know your Music.

About six years ago, at a local convention, I stumbled across a man running a home-brewed science fiction game. Next to his chair was a large early nineties boom box and a folder of CD’s. He described his game as a mishmash of War of the Worlds, Star Wars, Equilibrium, and Dune. Being a super fan of most of those properties, I decided to give his game a try. I sat down and was handed a character. The game master put in a CD and pressed play.“We know now that in the early years of the twentieth century this world was being watched closely by intelligences greater than man’s.” The literal beginning of  War of the Worlds. After the intro played, the game master awkwardly changed CDs to the Imperial March from Star Wars. The soundtrack ran continuously through the game. The game was literally a mishmash of all of the science fictions put together and the mishmash of the music annoyed the players throughout the game.

The game master must completely know every song he uses, where the crescendos and high points exist. Music, like storytelling, achieves a much greater effect when it starts out slow and builds up to a greater ending. Simply playing similar music, as that game master did, achieves no effect other than that of background noise. I recommend that for each song, the game master notes exactly when the music changes and keeps an eye on the timer as it plays, waiting to hit play until you are ready for that big moment in the game.

I use a laptop that is hooked up to a small sound system for my games. I put all of the music for the game in one folder and can conveniently pick and choose songs based on what happens during the game.  Using music is a part, learning how to feel what your players are feeling and emphasize on that. I recommend never setting a rigid script of what songs to play, as the players can add new moments that could have greater impact.

Avoid Recognizable Music.

When we hear the sound tracks of Lord of the Rings or Star Wars, most people think of those stories. Unless you are playing a Lord of the Rings or Star Wars game, avoid using the music from those properties. Sure, the song might achieve the effect that you want, but once a player associates a song with anything other than your game, the effect is lost.

Look up lesser known soundtracks to movies, and pick and choose songs that suit your needs. Find a song that you think encapsulates the group, or certain key players;  and play that, subtly at first, to form a cohesion to your sound track. Theme sounds can have an amazing effect, a long as they aren’t obnoxious.

Music with lyrics presents a different challenge. Obviously a game master would choose a song with lyrics relevant to the plot, but to get the full effect this song must be played at the correct moment. I put  Simon and Garfunkel’s Song of Silence to good use during a game. Having found a couple of different versions of the song: a Gregorian chant, just piano, heavier rock and a blues version. In a Changeling the Lost game, I played the various versions. Every session ended with a different version of the song. At the climax of the story each player had a brief vignette on what their characters were going through, with a different version of the song playing for each player. At the very end, the actual Simon and Garfunkel version played, bringing everyone in the game together for a memorable moment.

 

Music can add a great dimension to your game, but like the game master screen, music is a tool that can often be misused.

About Stephen Carpenter

Stephen Carpenter is a freelance writer and professional nerd wrangler.