Author: Rick Heney (---.rr.com)
Date: 10-12-2001 13:06
... to DM? It sounds like you spend more time hopping up to go change the track playing on the CD player than actually running a game? I understand the points you are getting at, but it sounds almost like you'd need a dedicated "CD-operator" to keep the music with the game. I mean, an average track is only 4-6 minutes long. I find that major events in role-playing tend to take longer than that. How can you have a climactic theme playing during a battle when the track is 11 minutes long and the battle takes 30 minutes to play? Do you keep jumping up during the fight to reset the CD? Place it on repeat? The first would get on my nerves, as well as drag the battle out even longer, the second would make me sick, hearing the same song over and over and over and over. If you just let the CD continue to play, now you get a song that *doesn't* neccessarily fit in with the scene. And that's not even addressing switching CD's. You mention using sound bites for encounters. A good idea, but still all I can imagine is the DM getting up right before the encounter to go set the CD player, then either waiting there while the track plays so he can stop it afterward, or sitting down and jumping up again to stop it, or letting it play. All three cases seem very disruptive to the game session.
I'm sure this reads as very critical. I definately don't mean it to sound that way. My group uses music as background, as you suggest, as well. But, it's just a collection of appropriate mp3's (selected before hand) playing on the computer at random. If just seems that all the switching of tracks and such would be disruptive to the game. So... I was wondering how you work it? 'cause it seems like it would be pretty neat to do.
Later,
Rick.
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