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	<title>Comments on: Your Voice is Your Most Important GMing Tool</title>
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	<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: dharana</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11672</link>
		<dc:creator>dharana</dc:creator>
		<pubDate>Sun, 24 Jun 2007 22:24:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11672</guid>
		<description>I&#039;m with Martin. I would greatly appreciate some information specifically on how to prevent injuries to our voices as you dan said (&quot;sometimes I can´t even do some stuff I know will damage my voice.&quot;).

While dm&#039;ing I have experienced the effect that ambience sound appropiate voice add to a session. I remember once when the PC group was in a castle owned by a vampire. Before entering I turned off almost all the lights in the room and I started moving around behind them while describing the rooms with a very slowly paused voice. When I went back to my seat their faces where fixed on me and I almost started laughing. Their attention was allmost on my words. After about half their way through the castle they asked me to stop talking so slowly because I was freaking them out and the girl in the group was really considering leaving because her nerves were killing her. This session was 10 years ago and they still talk about it.</description>
		<content:encoded><![CDATA[<p>I&#8217;m with Martin. I would greatly appreciate some information specifically on how to prevent injuries to our voices as you dan said (&#8220;sometimes I can´t even do some stuff I know will damage my voice.&#8221;).</p>
<p>While dm&#8217;ing I have experienced the effect that ambience sound appropiate voice add to a session. I remember once when the PC group was in a castle owned by a vampire. Before entering I turned off almost all the lights in the room and I started moving around behind them while describing the rooms with a very slowly paused voice. When I went back to my seat their faces where fixed on me and I almost started laughing. Their attention was allmost on my words. After about half their way through the castle they asked me to stop talking so slowly because I was freaking them out and the girl in the group was really considering leaving because her nerves were killing her. This session was 10 years ago and they still talk about it.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11391</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Mon, 11 Jun 2007 19:39:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11391</guid>
		<description>I&#039;d love to read a quick primer on how to make the most of your voice when GMing, and I&#039;ve never seen anything like that. A book on doing so for stage acting would probably be a good second choice -- Dan (or anyone else who&#039;s read something like this), do you have any suggestions along those lines?</description>
		<content:encoded><![CDATA[<p>I&#8217;d love to read a quick primer on how to make the most of your voice when GMing, and I&#8217;ve never seen anything like that. A book on doing so for stage acting would probably be a good second choice &#8212; Dan (or anyone else who&#8217;s read something like this), do you have any suggestions along those lines?</p>
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		<title>By: Dylan Zimmerman</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11344</link>
		<dc:creator>Dylan Zimmerman</dc:creator>
		<pubDate>Sat, 09 Jun 2007 13:31:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11344</guid>
		<description>Spurred on, I think, by the Pokemon generation, my drama teacher years ago once made us do a scene saying only the word &quot;hello,&quot; with different inflections. It was fun to see afterwards what people thought had happened.

I only mention this because I think it helped a lot with putting emotion in my voice. With only one word to say and remember, it was easy to pay attention to pitch, volume, and amusingly enough, pacing.</description>
		<content:encoded><![CDATA[<p>Spurred on, I think, by the Pokemon generation, my drama teacher years ago once made us do a scene saying only the word &#8220;hello,&#8221; with different inflections. It was fun to see afterwards what people thought had happened.</p>
<p>I only mention this because I think it helped a lot with putting emotion in my voice. With only one word to say and remember, it was easy to pay attention to pitch, volume, and amusingly enough, pacing.</p>
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		<title>By: Christopher Sheets</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11342</link>
		<dc:creator>Christopher Sheets</dc:creator>
		<pubDate>Sat, 09 Jun 2007 06:01:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11342</guid>
		<description>Fred Newman was from my hometown, (LaGrange, Ga.) but he is several years older than me. He&#039;s done all kinds of movie sound effects (He was the dolphins in &quot;Cocoon&quot;) and used to come give lectures and demonstrations all the time at various school and public library functions. A great guy.

I didn&#039;t hear this NPR piece, but he used to talk about while growing up, he would be at the corner store and all the old men would be sitting around outside telling stories. He would sit down to listen and be mesmerized. He once bought a popsicle, sat down to listen to them, and was so enraptured by the stories that he didn&#039;t realize his whole popsicle had melted while he listened.

Don&#039;t I wish I could hold my players&#039; attention like that!</description>
		<content:encoded><![CDATA[<p>Fred Newman was from my hometown, (LaGrange, Ga.) but he is several years older than me. He&#8217;s done all kinds of movie sound effects (He was the dolphins in &#8220;Cocoon&#8221;) and used to come give lectures and demonstrations all the time at various school and public library functions. A great guy.</p>
<p>I didn&#8217;t hear this NPR piece, but he used to talk about while growing up, he would be at the corner store and all the old men would be sitting around outside telling stories. He would sit down to listen and be mesmerized. He once bought a popsicle, sat down to listen to them, and was so enraptured by the stories that he didn&#8217;t realize his whole popsicle had melted while he listened.</p>
<p>Don&#8217;t I wish I could hold my players&#8217; attention like that!</p>
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		<title>By: Dan Shiro</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11341</link>
		<dc:creator>Dan Shiro</dc:creator>
		<pubDate>Sat, 09 Jun 2007 05:46:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11341</guid>
		<description>We should not forget that we MUST also take care of our voices!

How could a DM run a game without talking!
Only by a Miracle!

as a teacher, singer and DM, I´m always worried about that! sometimes I can´t even do some stuff I know will damage my voice. Sometimes I won´t even DM!

Yes, it´s good to change the voice (tone), but if the groups give some support(doing that themselves) it becomes much easier!</description>
		<content:encoded><![CDATA[<p>We should not forget that we MUST also take care of our voices!</p>
<p>How could a DM run a game without talking!<br />
Only by a Miracle!</p>
<p>as a teacher, singer and DM, I´m always worried about that! sometimes I can´t even do some stuff I know will damage my voice. Sometimes I won´t even DM!</p>
<p>Yes, it´s good to change the voice (tone), but if the groups give some support(doing that themselves) it becomes much easier!</p>
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		<title>By: Amaril</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11336</link>
		<dc:creator>Amaril</dc:creator>
		<pubDate>Fri, 08 Jun 2007 20:18:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11336</guid>
		<description>I always play background music broken up into mood/scene playlists on my Creative Zen (the tracks are played randomly). For skirmishes or action scenes, I use an &quot;Action&quot; playlist. I have a seperate playlist named BBEG for the bigger fights. I also have Exploring, Horror, Aftermath, City, Tavern, and a few others.

For the first time last night, I began using ambient sound effects that I downloaded from a web site (forgot where). The tracks are 5-10 minutes long and include docks, busy city street, busy market, rowdy tavern, jungle, shoreline, and a few others. I played these tracks from my laptop and continued to use the music from the Zen.

For reference, I&#039;m running an Eberron campaign. The PCs had just made their way to Stormreach where they explored the city (city and market sounds) and river docks (busy dock sounds), and they also traveled down a jungle river (jungle sounds). 

My players appreciated the additional layer of audio, and you could almost see a difference in mood while they played. Every now and then a sound such as a loud bird call or a person shouting might distract us, but overall, it really added a lot to the feel of the game.</description>
		<content:encoded><![CDATA[<p>I always play background music broken up into mood/scene playlists on my Creative Zen (the tracks are played randomly). For skirmishes or action scenes, I use an &#8220;Action&#8221; playlist. I have a seperate playlist named BBEG for the bigger fights. I also have Exploring, Horror, Aftermath, City, Tavern, and a few others.</p>
<p>For the first time last night, I began using ambient sound effects that I downloaded from a web site (forgot where). The tracks are 5-10 minutes long and include docks, busy city street, busy market, rowdy tavern, jungle, shoreline, and a few others. I played these tracks from my laptop and continued to use the music from the Zen.</p>
<p>For reference, I&#8217;m running an Eberron campaign. The PCs had just made their way to Stormreach where they explored the city (city and market sounds) and river docks (busy dock sounds), and they also traveled down a jungle river (jungle sounds). </p>
<p>My players appreciated the additional layer of audio, and you could almost see a difference in mood while they played. Every now and then a sound such as a loud bird call or a person shouting might distract us, but overall, it really added a lot to the feel of the game.</p>
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		<title>By: Walt C</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11334</link>
		<dc:creator>Walt C</dc:creator>
		<pubDate>Fri, 08 Jun 2007 15:15:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11334</guid>
		<description>Telas,

You can get a lot of old radio serials for free on http://www.otr.net/</description>
		<content:encoded><![CDATA[<p>Telas,</p>
<p>You can get a lot of old radio serials for free on <a href="http://www.otr.net/" rel="nofollow">http://www.otr.net/</a></p>
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		<title>By: Telas</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11333</link>
		<dc:creator>Telas</dc:creator>
		<pubDate>Fri, 08 Jun 2007 14:25:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11333</guid>
		<description>I&#039;m involved with making an independent &lt;a href=&quot;http://www.thesenseimovie.com/&quot; rel=&quot;nofollow&quot;&gt;film&lt;/a&gt;, and I&#039;ve seen clips of it at different stages: without soundtrack, with &quot;filler&quot; soundtrack (music similar to what you want), and without sound effects.  

The right audio makes a HUGE difference to the film.  Once all the basics are in place (believable acting, decent script, etc), the audio makes the biggest difference between a good film and a great film.  Imagine Halloween, Jaws, Star Wars, or LotR without that almost-perfect soundtrack, and it&#039;s not nearly the same movie.  

Walt C: Awesome analogy! I&#039;m going to have to get some serials on CD and see what techniques they used.</description>
		<content:encoded><![CDATA[<p>I&#8217;m involved with making an independent <a href="http://www.thesenseimovie.com/" rel="nofollow">film</a>, and I&#8217;ve seen clips of it at different stages: without soundtrack, with &#8220;filler&#8221; soundtrack (music similar to what you want), and without sound effects.  </p>
<p>The right audio makes a HUGE difference to the film.  Once all the basics are in place (believable acting, decent script, etc), the audio makes the biggest difference between a good film and a great film.  Imagine Halloween, Jaws, Star Wars, or LotR without that almost-perfect soundtrack, and it&#8217;s not nearly the same movie.  </p>
<p>Walt C: Awesome analogy! I&#8217;m going to have to get some serials on CD and see what techniques they used.</p>
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		<title>By: Stephen Ward</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11332</link>
		<dc:creator>Stephen Ward</dc:creator>
		<pubDate>Fri, 08 Jun 2007 14:02:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11332</guid>
		<description>I once berated a PC wizard as a great wyrm gold dragon in the deepest, most commanding voice I could muster.  The effect was priceless.  It&#039;s the only time I&#039;ve ever gotten a genuine &quot;deer in headlights&quot; look from a player. ;)</description>
		<content:encoded><![CDATA[<p>I once berated a PC wizard as a great wyrm gold dragon in the deepest, most commanding voice I could muster.  The effect was priceless.  It&#8217;s the only time I&#8217;ve ever gotten a genuine &#8220;deer in headlights&#8221; look from a player. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: brcarl</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11331</link>
		<dc:creator>brcarl</dc:creator>
		<pubDate>Fri, 08 Jun 2007 13:24:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11331</guid>
		<description>I owned a copy of Newman&#039;s &quot;Mouth Sounds&quot; back in the day, and could only ever manage to do about half of them well.  Further crippling my self-produced sound-effects shop, I lost my falsetto to a bad case of strep throat when I was in college, so my female voices now must be merely a high-register baritone (bleah).

More on point, I am with you on this one, Martin.  Robin Laws made some great suggestions in his various writings about being sure to change the pace, tone and volume of your voice regularly when GMing.  Monotone puts people to sleep -- plain and simple.  Adding sound effects is another way to keep things interesting, but I think you have to be careful about over-doing it, or doing it poorly, and thus ruining the mood.

Another good suggestion from Mr. Laws on use of voice is to be sure to pause for a few moments during long descriptions.  Lengthy monologues and speeches are, in general, to be avoided.  Give the players a chance to react and respond; it will keep them more engaged.</description>
		<content:encoded><![CDATA[<p>I owned a copy of Newman&#8217;s &#8220;Mouth Sounds&#8221; back in the day, and could only ever manage to do about half of them well.  Further crippling my self-produced sound-effects shop, I lost my falsetto to a bad case of strep throat when I was in college, so my female voices now must be merely a high-register baritone (bleah).</p>
<p>More on point, I am with you on this one, Martin.  Robin Laws made some great suggestions in his various writings about being sure to change the pace, tone and volume of your voice regularly when GMing.  Monotone puts people to sleep &#8212; plain and simple.  Adding sound effects is another way to keep things interesting, but I think you have to be careful about over-doing it, or doing it poorly, and thus ruining the mood.</p>
<p>Another good suggestion from Mr. Laws on use of voice is to be sure to pause for a few moments during long descriptions.  Lengthy monologues and speeches are, in general, to be avoided.  Give the players a chance to react and respond; it will keep them more engaged.</p>
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		<title>By: Walt C</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11330</link>
		<dc:creator>Walt C</dc:creator>
		<pubDate>Fri, 08 Jun 2007 13:19:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11330</guid>
		<description>I came to this epiphany a few years ago.

For the longest time, I envisioned my campaigns as if they were television series.  The analogy, while useful, didn&#039;t quite gel.

That&#039;s when I realized that running an RPG in a &quot;tv style&quot; is actually more akin to a radio serial.  

In radio, everyone hears the same story but is free to interpret it as they will in their head.  As a GM, I have to be very clear about conveying locations and atmosphere to cut down on the &quot;wait a minute!  I thought he was right next to me?  What do you mean he&#039;s across the room?&quot; complaints.

I do use music and sound effects to enhance the mood (hooray, laptop and wireless connection!), and we do use pictures to help visualize characters (I use a casting model, where we attach RL people to characters), but it&#039;s primarily our words that convey the action.  I&#039;m far more likely to describe a room than waste 15 minutes sketching it out.

[As an aside, one key element missing from most four-color superhero games was the fancy costuming.  Without a visual reference, it could be quite a mouthful to describe the latest NPC&#039;s spandex outfit (Hero Machine really helped me out on this.)]</description>
		<content:encoded><![CDATA[<p>I came to this epiphany a few years ago.</p>
<p>For the longest time, I envisioned my campaigns as if they were television series.  The analogy, while useful, didn&#8217;t quite gel.</p>
<p>That&#8217;s when I realized that running an RPG in a &#8220;tv style&#8221; is actually more akin to a radio serial.  </p>
<p>In radio, everyone hears the same story but is free to interpret it as they will in their head.  As a GM, I have to be very clear about conveying locations and atmosphere to cut down on the &#8220;wait a minute!  I thought he was right next to me?  What do you mean he&#8217;s across the room?&#8221; complaints.</p>
<p>I do use music and sound effects to enhance the mood (hooray, laptop and wireless connection!), and we do use pictures to help visualize characters (I use a casting model, where we attach RL people to characters), but it&#8217;s primarily our words that convey the action.  I&#8217;m far more likely to describe a room than waste 15 minutes sketching it out.</p>
<p>[As an aside, one key element missing from most four-color superhero games was the fancy costuming.  Without a visual reference, it could be quite a mouthful to describe the latest NPC's spandex outfit (Hero Machine really helped me out on this.)]</p>
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		<title>By: John Arcadian</title>
		<link>http://www.treasuretables.org/2007/06/your-voice-is-your-most-important-gming-tool/comment-page-1#comment-11329</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Fri, 08 Jun 2007 13:13:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=751#comment-11329</guid>
		<description>I fully agree with the fact that auditory cues help spur people into emotion.  It is one of the reasons that I reward players for talking in character.  It helps get everyone in the feel of the game, and spurs others into being more involved.  I don&#039;t try to do sound effects (I feel silly), but I do have some generic background &quot;landscapes&quot; noises (mostly captured from video games) that I use.  For a war game I played I recorded about 5 minutes of battlefield noises from a wwII game, etc. I also have generic sound effects in a folder. Like high winds, water, etc.</description>
		<content:encoded><![CDATA[<p>I fully agree with the fact that auditory cues help spur people into emotion.  It is one of the reasons that I reward players for talking in character.  It helps get everyone in the feel of the game, and spurs others into being more involved.  I don&#8217;t try to do sound effects (I feel silly), but I do have some generic background &#8220;landscapes&#8221; noises (mostly captured from video games) that I use.  For a war game I played I recorded about 5 minutes of battlefield noises from a wwII game, etc. I also have generic sound effects in a folder. Like high winds, water, etc.</p>
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