Sneak Attack! is a homebrew actual play tabletop RPG podcast set in the world of Brannis, as well as the depths of outer space. While in season, new episodes release every Friday.
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Treść dostarczona przez Jon Hook. Cała zawartość podcastów, w tym odcinki, grafika i opisy podcastów, jest przesyłana i udostępniana bezpośrednio przez Jon Hook lub jego partnera na platformie podcastów. Jeśli uważasz, że ktoś wykorzystuje Twoje dzieło chronione prawem autorskim bez Twojej zgody, możesz postępować zgodnie z procedurą opisaną tutaj https://pl.player.fm/legal.
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Modern Mythos with Jon & Seth - Ep.14
MP3•Źródło odcinka
Manage episode 325911193 series 2910495
Treść dostarczona przez Jon Hook. Cała zawartość podcastów, w tym odcinki, grafika i opisy podcastów, jest przesyłana i udostępniana bezpośrednio przez Jon Hook lub jego partnera na platformie podcastów. Jeśli uważasz, że ktoś wykorzystuje Twoje dzieło chronione prawem autorskim bez Twojej zgody, możesz postępować zgodnie z procedurą opisaną tutaj https://pl.player.fm/legal.
Modern Mythos with Jon & Seth - Episode 14: Chaosium Con & Horror Atmosphere In this episode, Jon and Seth discuss ways to effectively create an atmosphere of horror at your gaming table, and the guys were able to finally meet each other in person for the first time at Chaosium Con in Ypsilani, Michigan. It was a blast, and they've got lots of thoughts on it as they reflect on the convention weekend and look forward to the next year's convention. Topic 1: Horror Atmosphere MUSIC is overrated – a playlist set to run in the background can’t be relied upon to provide appropriate support for the rise and fall of emotions around the table. But, if used judiciously, music can be helpful.
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- Music as a Timer
- Location-specific music & background sound effects
- Theme music for a major villain
- Volume can be difficult to judge. A classic problem is the music is too loud for everyone to clearly hear one another (restaurant problem).
- Opening song/pump-up song to begin game.
- What is the player’s POV? What can be seen as you first enter the room, versus after the character has crossed to the other side of the room? (If a monster or something dangerous and obvious, mention that last. Once you mention the monster, the players will not hear or remember the rest of the description after that)
- Touch on as many senses as possible – Sight - Sound - Smell (best writing tip I ever got was to always use 3 senses)
- Not all characters experience a scene in the same way. It’s possible for two different characters to see two different things in the same scene. So sometimes the Keeper should describe the scene differently for some of the characters. Maybe the new scene is more personal for Character A and could shake their sanity more than it would for Character B.
- What’s just as important as the words you say is how you say them. Speak quieter if in a library, louder in a bar. Convey the mood of the scene through your voice. The Scott Dorward Trick that I now use. (tone of voice)
- Voices… accents can really cement players into a scene
- Candles – with enough candles each player can see their sheets and dice as the close-set shadows help set the mood.
- Colored gels could be used to highlight mood, and they can be easily interchanged so the mood can change and flow as quickly as it does at the table
- I’m a handout King. Handouts are great for investigative adventures because they can contain subtle clues that might reveal themselves deeper into the scenario, such as handwriting,
- Handouts can be referenced again and again, versus telling the players what they read and expecting them to remember details hours or even sessions later.
- Tea-stain paper or use manilla envelope paper.
- When I ran Ravenloft, my players were amazed when I picked up sealing wax and seals for the letters, and they had to break the hard wax seal.
62 odcinków
MP3•Źródło odcinka
Manage episode 325911193 series 2910495
Treść dostarczona przez Jon Hook. Cała zawartość podcastów, w tym odcinki, grafika i opisy podcastów, jest przesyłana i udostępniana bezpośrednio przez Jon Hook lub jego partnera na platformie podcastów. Jeśli uważasz, że ktoś wykorzystuje Twoje dzieło chronione prawem autorskim bez Twojej zgody, możesz postępować zgodnie z procedurą opisaną tutaj https://pl.player.fm/legal.
Modern Mythos with Jon & Seth - Episode 14: Chaosium Con & Horror Atmosphere In this episode, Jon and Seth discuss ways to effectively create an atmosphere of horror at your gaming table, and the guys were able to finally meet each other in person for the first time at Chaosium Con in Ypsilani, Michigan. It was a blast, and they've got lots of thoughts on it as they reflect on the convention weekend and look forward to the next year's convention. Topic 1: Horror Atmosphere MUSIC is overrated – a playlist set to run in the background can’t be relied upon to provide appropriate support for the rise and fall of emotions around the table. But, if used judiciously, music can be helpful.
…
continue reading
- Music as a Timer
- Location-specific music & background sound effects
- Theme music for a major villain
- Volume can be difficult to judge. A classic problem is the music is too loud for everyone to clearly hear one another (restaurant problem).
- Opening song/pump-up song to begin game.
- What is the player’s POV? What can be seen as you first enter the room, versus after the character has crossed to the other side of the room? (If a monster or something dangerous and obvious, mention that last. Once you mention the monster, the players will not hear or remember the rest of the description after that)
- Touch on as many senses as possible – Sight - Sound - Smell (best writing tip I ever got was to always use 3 senses)
- Not all characters experience a scene in the same way. It’s possible for two different characters to see two different things in the same scene. So sometimes the Keeper should describe the scene differently for some of the characters. Maybe the new scene is more personal for Character A and could shake their sanity more than it would for Character B.
- What’s just as important as the words you say is how you say them. Speak quieter if in a library, louder in a bar. Convey the mood of the scene through your voice. The Scott Dorward Trick that I now use. (tone of voice)
- Voices… accents can really cement players into a scene
- Candles – with enough candles each player can see their sheets and dice as the close-set shadows help set the mood.
- Colored gels could be used to highlight mood, and they can be easily interchanged so the mood can change and flow as quickly as it does at the table
- I’m a handout King. Handouts are great for investigative adventures because they can contain subtle clues that might reveal themselves deeper into the scenario, such as handwriting,
- Handouts can be referenced again and again, versus telling the players what they read and expecting them to remember details hours or even sessions later.
- Tea-stain paper or use manilla envelope paper.
- When I ran Ravenloft, my players were amazed when I picked up sealing wax and seals for the letters, and they had to break the hard wax seal.
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