...Music

 

Roleplaying Games Session Soundtracks 



If I want to create a relaxed environment, I will play relaxing music. 

Solfeggio tones. 


If I want to create an edgy environment I will play sinister music. 

The Alien soundtrack by Jerry Goldsmith is a favourite go-to. 


If I want to create a atmospheric Medieval environment, I will play a sort of traditional folk music which has beauty but not crazy-fiddle-shit. 


For this, Arabic music tends to work best because it’s instrumental and tonal based. Early Enya ie: Watermark is good because she uses her voice as an instrument, not as lyrics being sung. Lyrics distract attention away from the focus of the imagination based storytelling session by interrupting it with other peoples stories and themes. 


Awesome-but-heavy folk bands like Heilung are too impactive and attention-dominating to be much good for roleplay session background soundtracks, even though they are medieval themed. 


If I want it annoying and fake I will play music written by d&d fans for the purpose of being used as background music in d&d sessions. That stuff is terrible. 


The very best ever and most often listened to around here are select tracks from Ralph Bakshi's Lord of the Rings animation 1978 soundtrack by Howard Shore and Paul Kong, Dark Crystal 1982 soundtrack by Trevor Jones, Conan the Barbarian 1982 (the original Arnold Schwarzenegger version) soundtrack by Basil Poledouris inspired in my opinion by Fantasy on the Huron Carol by Robert Buckley, and anything by Clannad most especially Robin of Sherwood, Fuaim and Magical Ring.   


The Skyrim soundtrack, a lot of videogame soundtracks are classical music made for fantasy worlds. Not so much main themes which have to be memorable and punchy. It’s the ambient pieces. Avoid heavy, dramatic stuff intended for rousing the blood into battle. You don’t want a headache you need to be able to think imaginatively, not to feel like you’re being attacked. Even in battle scenes. If you want it lively use techno, not war themes from war games. 


Otherwise a general dirge of emotionally empowering retrowave, trance-techno, electronica. 




Clunky & Mechanical


Playing D&D in the Game Store which we are all grateful to have. 


Has its problems. Nothing major and everything can be soothed out because there are a fortunate number intelligent, compassionate people involved. 


Problem one: paying £10 a session to a (no offence intended) relatively new DM who is ‘doing it professionally’ restricts the player base to those with disposable budget (a minority) but few like-minded* friends (most gamers). 


Introducing the idea of ‘let’s gather in smaller groups outside the £10 sessions to game for free the way people used to do it in the mysterious old days’ is regarded as inappropriate and detrimental to the paid DM and the store who charge the DM £ per head for the room. We want to fund the place to keep it going!


There are only 7 days a week which restricts timetabling for sessions. In practise it is one 3-hour one-shot session per week and one 3-hour campaign session per week. 


Other problems affect this too: D&D death by it’s own popularity. The one-shot sessions run into overtime such that a simple one hour scenario requires nine hours to play out. This is because of the size of the group. People are desperate for like-minded company in the roleplaying community. 


A group of 9 is too large for one shot sessions because:


System mechanic of dice-rolling gets in the way of role-playing, storytelling, character development. For a lot of people that’s what D&D is meant to be about, it just so happens to have a bit of dice-rolling thrown in for good measure. 


There simply isn’t time for that interruption in the bare bones of what makes the fight-scene progress. 


D&D turns into BattleHammer where every action is gridded into a metric. 


For most of the session, most people are waiting for their turn to roll some dice. 


In the three hour session each of the nine people got to roll the dice three times. That’s 59 minutes of waiting. 


Not so much fun. OoC banter is nice, it’s community building which after all is what this is all about. It takes that time for everyone to get familiar and comfortable with each other enough for personal shields to drop. 


Some people will drop out because: boring play session style and high cost. That might help the sessions run more smooth but it doesn’t empower the people so much. 


What do they do instead? 


They stop playing D&D. They go back to being lonely, playing videogames and watching fantasy tv-series while painting miniatures all by their lonesome selves.


That’s no good at all. Its one perceivable useful function is to justify pushing any repeatedly problematic players out of the group, which happens, Thankfully it isn’t a problem here. Paying to be part of the group is not always a factor in avoiding it. 


How can we get the game group size down? How can we also cater to the needs of all the local roleplayers? Run more sessions. It’s the only way. Problems: Not enough days in the week. Not enough actual role-playing time per session. Answer: we need more sessions, more often. 


*It’s like, we want to slip into a totally immersive fantasy-campaign world and live there as much as possible. 


Without having to wait another week for a 3 hour session in which we have to wait 59 minutes between rolling dice to find out if the orc is dead yet so the story can progress by one step. 


The scenario book practically says ‘the last dying orc calls for reinforcements’. That’s another two or three weeks before the ‘one-shot session’ scenario ends. 


These are not criticisms of the way a game is being run and definitely not a criticism of the people involved in running the game. We still love it and we still love them for enabling us to experience it.


It is an open awareness of a logistical problem affecting us all at this time.


The criticism is in the clunky, mechanical dice-rolling system of D&D. It slows the game down to a crawl. Hence the phrase ‘dungeon crawl’. In the decades of its patchwork glory, the beloved D&D system has not evolved to accommodate the modern needs of modern life. 



What I can do about it myself? 


I could have told the game shop all this at dot one before the sessions even started because I have 35 years experience of GMing. It’s a step by step process. It’s taken two months for this situation to emerge so they can see it for themselves. The learning curve of life experience is preferable to taking some mad old wizards word for it. I won’t be the first nor last to say that. 


I have never charged money for running games because it’s always been about friendship groups who should not have to pay to play with friends. That’s how RPG has always been for the older generations as a core part of its culture. So, capitalists describe me as ‘amateur GM’ instead of describing me as ‘professional DM’. You’ll see that same philosophy reinforced throughout the state at every level. RPG used to be a place to get away from it to reconnect with something human, innate within us. 


DM dungeon master the D&D title.

GM games master covers other rpg too. 

Same difference. 


I do not want to fall out with anyone about this opinion. I want the game store to prosper because it’s the one really good thing in this town. That the playing group is too large to effectively function optimally is proof of how many people in our community think so. 


I can run a game group from home. I’d happily run a group from the shop and charge £ to cover renting the room or to capitalise and buy more miniatures and crafting materials for terrain, to make the sessions better. I’m doing that stuff as lifestyle already. 


Problems: the store isn’t big enough for two separate rooms concurrently running sessions (two groups on adjacent tables does not work for D&D like it does for BattleHammer). Not enough money is generated by the rpg session to finance renting a bigger store simply so a handful of people can game once a week. The store is situated in the perfect location for it. 


Daytime sessions? Possible but people work in the day it’s why evening sessions. 


Running a session from home means inviting people into a private safe-space. I imagine most people respect and would prefer that boundary. Obviously there are issues with that. I live in a remote and hard to access area. The shop in town is ideally located. 


The Catch22 is stupid. Something has to give, somewhere. Timetabling and running an extra session per week in the shop is the better, obvious answer. 


I should mention to the store owner and the other DMs about this. 


The thing is, I am sitting at home, writing a blog about this whilst the money people are probably discussing it between themselves by video call or face-to-face. It has nothing to do with me. I am simply an opinionated consumer gladly hiring their services. 


But I do care about the game. I want to run my own sessions, and be an active member of the local role-playing community. We are still trying to figure this out.


The store only opened two months ago. I did not know there were other people who had ever heard of role-playing games for miles around here until I started hanging out there and discovering how big the need for these community groups is. It’s a small tribe united by collective passion for the roleplaying hobby. 


Another problem with me running a game is I will run my game. I use a different rules system to D&D because the now evident problem of it’s clunky and mechanical disrupting peoples enjoyment and the flow of the storytelling content of the game. *Which to my way of thinking, is much more important than rolling dice.


I threw the rulebook out 30 years ago. People have a problem recognising that experience of doing this thing is why I take this approach to it. People assume I don’t know what I’m doing because I have no rulebook. 


Well actually I’ve written my own rule-book, I play by my own system. It’s more fluid, easier, better for storytelling, but it’s not D&D. It does not use railroad scenarios so much as it uses motives and consequence.


So people don’t want to get involved because they’ve been programmed by the media that D&D is the white light at the end of the tunnel.


Jon the DM was excellent, very professional in helping every individual player when it was their turn, describing story events and customising the scenario book to meet the needs of the players imaginations while maintaining progressive gameplay. 


The scenario he chose was one of the official pink&white one-shot box sets. The adventure was what’s to be expected, it covered basic bases for D&D fantasy worlds. It’s the first time I’ve seen inside one of those boxes, oh my God, is it bang for your buck’s! There are a lot of miniatures in it for the price, I was quite surprised.


D&D uses an initiative based turn system - clunky and mechanical system spilling over to dominate the structure of the group and ritually imprint us with the symbolic motif of ‘dungeons’ and ‘dragons’ and all the energies invoked by that.


I’ve written this blog, not because I intend to offend anybody. I’m grateful to the experience and had a really good time. The problems outlined here, I’m thinking a lot about how we can fix to make the sessions more enjoyable for everyone! 






Name Generator

 

RPG TOWN AND NPC NAME GENERATOR 


1D4+2 or 1D6+1 digits in a Name.


Every other digit is a Consonant or Vowel.

odd = name starts a with vowel

even = name starts a with consonant 



D6     VOWELS

1   2  3  4  5   6

A  E   I  O  U   Y 



D20    CONSONANT   TABLE

1    2   3   4    6   7     10                or: D10

B   C    F    H   J   K    M              odd

N    Q   R    T     X   Z             even

11  12  13  14  15  16  17  18  19  20




Portals


Portals are found often,
throughout many different Worlds. 

As a generalisation;

a Portal is a Standing Stone (Menhir),
a Stone Circle, a Dolmen (Shelter),
or other similar arrangement of monolithic stones
where the stones contain a significant quantity of quartz
(and other minerals)
enabling a raw, natural, bioelectrical, geomagnetic flux
to channel through them. 

Their rules for use do vary from world to world.

For example;
in some worlds you can travel
from a circle to a circle or a stone,
but not from a stone. 

Many so-called experts agree that their uses 
are more in the realm of mystery 
than the realm of the known,
therefore it is always possible
someone may happen along who knows
how to activate a different quality from the Portals
than any known about by the locals at this time. 

They are ancient.
There are vastly more in existence 
which we do not know about,
than the number we do know about. 

The organisation which knows 
​the most of all about them
are the Druids,
who are often half-mad
and always very secretive. 

The Druids warn;
using the stones can be dangerous. 





The Open Fire Inn


The Open Fire Inn
is a thriving location
not a World in and of itself,
many of its guests and pilgrims 
have been heard telling it otherwise. 

The Open Fire Inn is an ancient respite
for weary travellers, adventurers, sailors,
simple, humble farm and fish folk,
woodsmen, warriors, wizards, 
crafters, henchkin, hirelings, 
exotic strangers, familiar faces, 
the wise, the wonderous, the weird,
any with an ember in their heart
or a tale worthy of recounting
in one way or another. 

It is a place to find acceptance,
employment, enjoyment, enchantment.  

As a storytelling device
the great purpose of the Open Fire Inn
is to provide a likely establishment 
central to the lives of many,
both for One-Shot Adventures and Campaigns alike. 

The Inn is located where it need be;
at a crossroads, in a city, by the coast, near a forest, 
close to an active Portal. 
In the collective imagination
and perhaps, in your memory. 




Running A Popular Medieval Fantasy Inn 


Rule number one : what to expect 


Everyone talks over everyone. 

Everyone interrupts everyone. 


Rule number two : in practise  


Regulars have adapted to the environment of rule number one. There are two modes of adaptation. 


First and most common is to shout louder than everyone else and never stop mid-way through saying a sentence. People who allow themselves to be interrupted are recognised as inferiors who often nurture resentment for those who dominate the conversation. 


Second and rare adaptation is to talk more quietly than everyone else. Contrary to common sense that such a voice would be drowned out in the noise, what actually happens is the quiet speech occupies an otherwise relatively empty audio spectrum and becomes the only voice ears can distinctly hear against the background speech. Strangely the people who use this effective method are often criticised for being creepy by the people who never thought of it. 


Rule number three : business as usual


Everyone accepts that for the landlord, bar workers, kitchen staff, bedroom staff, it is a business, it is their work, while mostly everyone else is there for recreational purposes. 


The exception are those whose income relies on gambling which may be allowed on the premises and whatever other business deals occur. There are booths and tables available specifically for this. 


Rule number four : zipped lips 


Under no circumstances is anybody to discuss any illicit dealings witnessed on the premises with any law enforcement authorities, especially when it is the law enforcement authorities themselves conducting illicit dealings. 


Rule number five : No Fighting 


The Inn has levels of protection including the biggest, hardest, nastiest bouncers you would ever want to imagine, who are the loveliest people in the world most of the time until you cross them. 


There is also the magical protection including ancient curses and such. The dynamically posed stone statues in the street outside lining the front of the building are examples, according to local legend. 






Adventurers Guild


Adventurers Outposts & Adventurers Guild 


Adventurers Outposts are like General Stores specifically for Adventurers. 

They are funded and operated by the Adventurers Guild. 



Outposts have at least crude lodgings, a hot meal, a wash-room (sometimes), a surgery, an armoury. Some have a yard to practise fighting, a study, a workshop, stables. They never under any circumstances house a treasury although Membership Fee collections are made at your designated Outpost. 


Outpost buildings are fortified whenever possible and can usually be easily defended. Some may be basic shacks while others have secret tunnels and vaulted cellars storing food, equipment and mysteries. 



Membership of the Adventurers Guild is required to access the facility. 

Every Adventurers Outpost has a resident Handler. 



Basic Rate Adventurers Guild Membership Fee 1 GoldCoin per month 


includes:


-medical and surgical aide, 

-access to Guild Facilities,

-funeral costs, 

-enlistment for missions involving the greater good, 

-inter-outpost mail-messaging service,

-jobs bulletin, 


Premium Rate Adventurers Guild Membership Fee 1 GoldCoin per week 


includes:


-all Basic benefits, plus;

-legal representation, 

-magical medical and surgical aide, 

-repayable loan of standard weapons and equipment if necessary for the greater good, 

-investment and savings fund, 

-mentorship, 

-posthumous family member protection, 



All members agree to uphold the Guilds Reputation at all times. Failure to do so will result in a harsh warning for any mild offence followed by revoked membership and name-listed as Bandit on the Guilds hit-list for any severe or second mild offence. 



The Adventurers Guild is a private operation started generations ago by Adventurers now known as Custodians. It has wildly mixed reviews by different factions. 


On the one hand it’s an organised militia of experienced warriors and wizards set to the task of peace-keeping in the world. 


On the other hand it’s a disorganised mess of selfish sociopaths stepping ungently on the toes of any other similar organisations, including the stability brought about by Kings, Knights, Town Guard, and similar forms of regional policing. 


There is a grey area where individuals may belong both to such an organisation and simultaneously pay the Adventurers Guild membership fee. 


In some Kingdoms the Adventurers Guild is banned as a terrorist organisation comprising of bandits. In other Kingdoms it is welcome as a necessary force bringing stability, protection and peace. 


If the Adventurers Guild wanted to take over a region it possibly could. However the Guild Management know from experience that correlating Adventurers is not dissimilar to herding cats. Some work with the Guild and will unquestioningly ‘follow orders’ from their Mentor/Handler. Others have a less harmonious relationship with the Guild for any number of reasons. 



Structure


Adventurers Guild organisational structure is every paying member has a trained Mentor/Handler as their contact. Usually one Handler is assigned to each adventuring party. Handlers often have their own agenda because they are already caught up in next-level adventuring politics across the realm involving different people, places, situations. They have got their head around it to the extent necessary for the role. 


Handlers who deal with Adventurers sit on a theoretical round table and themselves have a Handler called a Custodian, who sits on a theoretical round table. Custodians are the decision-makers for the Guild. 


Custodians are aging, experienced adventurers who have by their actions in world-saving earned the respectful position. Many Custodians are alive only by use of longevity magic. They are few in number. 


The ratio of Adventurers to Handlers to Custodians varies greatly. It depends on the intake of new adventurers compared with Guild members who reported to have survived the month.  


In practise the Handlers have discovered they can successfully work with three surviving adventurers on an ongoing basis. 


It is estimated for every paying Guild Adventurer there are ten Rogue Adventurers who are not members of the Guild. Membership of the Guild helps to reaffirm the otherwise thin and often invisible line between Adventurer and Bandit.