Weylin’s Blog

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Even running a streamlined D&D game, we Dungeon Masters have a lot on our plate. We have maps to prepare, treasure tables and fights to balance, and character personalities to plan out. The gaming space, whether physical or digital, requires assembly ahead of each session. Some groups manage scheduling non-hierarchically, but, as referees, we tend to lead in that department as well. Important notes from past games ought to be documented and organized, random encounters need rolling, and, in this gods-forsaken age, someone needs to bring the pencils.

I could go on. Juggling this hundredfold task as Master of Ceremonies is really rewarding when done well. The complexity of it all, though, can also be a distraction. If you’re not careful, the sheer size of the laundry list can detract from our original responsibility: to tell a good story.

Some people might prefer to highlight other responsibilities before that one. Maintaining consistent rules and rulings for fair gameplay, for example. Another essential one is preserving a safe and healthy environment at the table.

But if the game itself is boring, consistent rules won’t save the experience. D&D players gather, principally, to have a good time. Healthy gaming environments and consistent rule sets are means, not ends. The diligent DM therefore does everything they can to make the game’s content, the story they’re telling, as enjoyable as possible. 

This makes our job similar to that of movie makers and novelists. Our task is to convey a fictional narrative– only our efforts are filtered through a unique medium with distinct challenges and flavors. Novels, for example, convey a POV character’s inner thoughts quite naturally, arguably more so than the big screen does. Film’s visual element, though,  allows for more complex imagery than most narrators are capable of achieving with words alone. Just in the same way, oral storytelling is a distinct medium. It provides opportunities unlike anything a novel or a movie does. We can tell better stories– become better Dungeon Masters– by understanding how to wield it.

Many, or even most DMs I’ve played with don’t bother. There might be the occasional flourish. Maybe they lean into the voice acting or play good music, but they lack either the imagination or the willingness to put forth much effort. It’s a shame, really. D&D campaigns have as much potential as movies, plays, and novels. They can be breathtaking, heartbreaking, hilarious—would you raise your eyebrows if I said lifechanging? They can be lifechanging the same way an excellent tv show can influence a young person’s development and alter the way they see the world and themselves. All the story needs is to be skillfully conveyed. We can do that with a little elbow grease and a bit of theatre.

One of the less-appreciated sides of our DMs toolbox is also my favorite: lighting. Lighting is remarkably powerful. Its application at even a basic level alters the campaign experience, making it more vivid, memorable, and enjoyable for everyone involved.

Lighting

Consider first that lighting can redirect your players’ attention. True theaters take advantage of this already: darkening the house and illuminating only the stage they want their audience to see. In contrast, many DMs switch on the white overhead lamp and keep the table bright for the entire session. Yuck.

Even a dedicated gaming room can be full of distractions. Don’t get me started on a dining room with paintings and flowers and cats strutting around. Even if a given player wants to focus on the D&D game, insignificant distractions can grab their attention and yank them out of your dreamworld.

Instead, close all the doors. Dim the lights and light only the table. In doing so, you’re masking distractions en masse. Players can focus on what’s important a little more effortlessly, and the blurry line between arriving at a friend’s house and “entering the game” becomes sharply delineated. If you’re skeptical, you should experiment; the difference in player focus and participation is noticeable.

But it’s also only the beginning. Another area where lighting… um… shines is in conveying setting, especially through color cues.

Say your players are sneaking up to a sleeping troll on a cloudless, starry night. You could rely merely on words and the pre-recorded sounds of cicadas to set the scene. That combo gets the job done, I suppose. But nothing lands a night setting better than a dark, sapphire blue light. Any cheap, color-changing LED off the internet can provide this for minimal investment on your part, while painting every moment of the troll’s ambush with a subconscious reminder of where players’ minds ought to be.

Muster some ingenuity and it might not require spending money at all. When I began as  a DM, I took ordinary lamps and wrapped them with colored cloth (old shirts) for a slightly less impressive color-changing effect. Synthetics tend to work better in my experience. The cloth method is slower and clunkier than pushing a button on a controller, but it is cheaper. 

Regardless of your budget allowance, leaning into colored lighting opens an entire color wheel of possibilities. Emerald green light can represent a forest or a jungle canopy back-lit by the sun. Red light can warn of a lava flow in the cave ahead or a wildfire approaching the party’s camp. Orange might convey the softer glow of a hearthfire in a tavern or the immediate shine of a knight’s torch.

The more lights you have at your disposal, the more complex and representative the arrangement can be: dark blue awash on the walls for a night atmosphere pairs with a warm, orange campfire glow brightening the gaming table. A green lantern or two twinkling in the corner can whisper of the Will-O-Wisp beckoning a ranger into the woods.

Similarly, a diversity in light shape and texture refines your potential for theatre. Floodlamps with a wide area-of-effect are great for broader setting use, like a desert or an icy blizzard. A smaller beam might be better, though, for a wizard’s Witch Bolt searing across the battlefield. Creativity is your ally here.

In my early days, I gave my parents’ white and red Christmas lights year-round employment. Camping lanterns wrapped in blue and green cloth stood in for the bioluminescent fungi inhabiting the Underdark, offering just enough light to see while preserving the darkness so critical to the theatrical magic of the set. With brainstorming and a bit of luck, you’ll find an arrangement that complements your particular needs. Go wild with it, please. You’ll thank me later.

But that last example addresses an essential ingredient here: darkness. Darkness is a source of your magic as much as the light. Allow windows to bleed sunbeams onto the table and you’ve banished the midnight ambient, but submerge the room in gloom and your medieval crypt dungeon will be far more ominous. In that sense, a corollary to your lighting aspirations must be your lighting control

If you game during daytime hours, consider the effectiveness of your blinds or curtains. Can they be improved? My cheap, plastic apartment blinds in college hardly filtered out any sunlight at all. Several rounds of experimentation followed. The solution I settled on was using thumbtacks to secure a thick blanket around the window frame as a crude but fully-effective blackout layer. You might possess blackout curtains already; You might also possess curtains advertised as blackout quality but which fail miserably at the task. Experiment to confirm.

Can’t shut the door to an adjacent room? You might turn those lights out too, use another curtain, or invent another method to restrict the light bleeding onto your set. Keep a level head, but get creative with it. Though not every scene, session, or moment in-game will warrant absolute darkness, the moments that do will be transformed by its tasteful application. Therein, your capacity for success grows proportionally with the control you develop over your set. These little illusions, these theatre tricks are your Lair Actions as Dungeon Master. Why not level up?

As I’ve already implied, though, there are pitfalls to keep in mind. Players need a certain amount of light to see their character sheet and dice. Keeping your lighting excessively moody all the time risks frustrating them and diminishing the effect of the darkness, generally. In that spirit, never lose sight of either your pragmatism or your ultimate goal. Cultivate the optimal, immersive environment for the narrative you’re telling; Prune the annoyances, the inconveniences, and anything else which would distract your players from the dreamworld.

Before I move on, it’s worth touching on sources of natural light available to you. Sunlight from those windows will come in handy, for example, when your story involves a sunlit environment: breaking camp at dawn, sailing the ocean at midday, etc. 

Ol’ Sol is less reliable than the electric route, especially if your table tends to burn the midnight oil, so have a backup plan ready for evening games or sessions with inclement weather. Still, the unpredictability is worth it most of the time. Achieving the authentic softness, shade, and texture of sunlight with artificial lighting is challenging. Likewise with true flame.

I’ll put all my cards on the table here: I adore candles. They smell great, but they’re less oppressive and headache-inducing than incense and perfume. They’re portable, and they carry a naturally old-fashioned feel. More than these things, though– the flickering shadows, the soft orange glow, the direct, immersive representation of the flames the players use to see in-game–candles are incredible for Dungeons & Dragons. They do involve a greater investment than lamps. The candle does burn up over time, of course, especially with weekly sessions. Still, they’re worth it where finances allow. Use open flames (safely !) with the same intentionality as the artificial lighting we’ve already discussed, and you’ll see their worth too.

Sound

Say you’ve thrown yourself into lighting, right? You use star-projecting lamps, floodlights, hooded lanterns, LED bulbs, and blackout curtains in the most creative ways imaginable. Now let’s talk about sound.

I mentioned that lighting is my personal favorite, but I’d wager that most people’s favorite tool will be sound. One reason could be that sound is cheap: a single speaker and an internet connection give access to an unthinkably large (and quality) palette for narrative expression that will independently shuffle through a playlist you can assemble before the session begins. 

But there are many reasons to show your soundscape some love. Sound is sharper than lighting ever can be, capable of conveying multiple, specific pieces of information about any given scene. Is there water in my vicinity? Is this cave occupied? What’s the weather like?  Should I be afraid right now? You can answer all of these questions—and many more—with one tap of the play button.

If you’ll allow the painting comparison, ambience will be your base coat. There are thousands of ambient tracks freely available on Youtube, Spotify and elsewhere. Almost all of them will be pretty good. Whether you need your game room to sound like a generic forest, a bazaar market at midday, or the bubbling interior of a volcano, you will be shocked by the diversity available to you with a simple “[XYZ environment] ambience” punched into the YouTube search bar. You can even find ambient tracks during the session itself (say, if your party surprises you by venturing into an area you didn’t make plans for)--but it’s best to vet ambience selections ahead of time.

Now, why do I say that? Even though most ambience tracks will be fine and do the job right (there’s only so much diversity you can pack into an hour of beach sounds, you know?), some ambience creators like to imagine themselves as greater visionaries than they really are. They’ll hide things. Surprise you. You’ll think you’ve found exactly the track you need and then, twenty minutes in, you’ll be interrupted by a weird, random noise that shatters your precious immersion. A good DM can play this off if they know how to keep a straight face. The players will ask you “what the hell was that?” and you can smile, all enigmatic, and say “I don’t know, what was that?” as you mentally scramble to come up with something it could’ve been. Sometimes, though, the surprise sound effect is too bizarre to play off. One time, I had a “medieval city streets at night” track interrupted by a loud, 15-second sound effect I can only describe as akin to a hollow, humanoid metal automaton doing the worm down main street. My players were beyond confused; I’m a creative guy, but that one stumped me.

Once you’ve pre-vetted your ambience tracks for any similar surprises and downloaded an adblocker, we can start building our painting proper. The foreground of the soundscape. That takes me to individual sound effects and sound boards. 

If you only take one piece of advice from the whole blog post, let it be this one: bookmark TabletopAudio.com for use at every single game. It’s an incredible, free-to-use website that hosts a plethora of quality sound effect boards for both in-person and online use. Fireball roars, the loud beating of a demon’s wings, even a humorously pathetic “dummm” sound for use when someone rolls a critical failure—T.A. doesn’t have it all, but they have a lot. They’ll allow you to improvise SFX to represent what’s happening in the game, layer those sounds into each other, play them on loop, and save arrangements for recall at the push of one button. The DM who taught me our craft let me in on this open secret—allow me to pass the torch once more.

There are other options out there, of course. Meme soundboards exist for non-serious campaigns, and hundreds of websites offer free or paid sound effects you can cobble together into a soundboard of your own. If you’re really dedicated, you can even create unique sounds with software like Audacity, a pinch of ingenuity, and a decent microphone. I’ve done this a few times, like to pre-record an ancient dragon’s speech and give it that deep, Paarthurnax-timbre I knew my own voice acting couldn’t recreate. It usually turned out pretty well.

Adding sound effects is a fun way to deepen the game experience for all. Instead of merely saying “You hear strange whispers echoing down the corridor,” you can play the whispers and slowly turn up the volume until the players notice. Discoveries made this way—naturally, instead of by direct narration—have a more potent impact. They’ll creep out your players more, or make the player feel smarter for noticing them, or otherwise keep the table more effectively enchanted and engaged. Fiction writers will already instinctively understand what I’m getting at, here: We’re heightening narrative visualization by showing instead of telling.

With the tasteful application of lights, ambience, and sound effects, I’d wager your immersion is stellar. Sound can offer even more than that, though. Use it right, and we can focus, bend, and amplify how someone interprets our story itself. In D&D, this will remain the chief virtue of music.

That music is a powerful tool will not be news to you. It communicates tone and sets pace. It summons, heightens, and manipulates emotions. Perhaps more clearly than any other element of technical theatre, music is akin to real magic. As magic tends to be, it’s quite useful. Also like magic, it is dangerous. 

Let me give you an example I experienced firsthand. I attended a D&D session with a new DM in high school. For privacy’s sake, I’ll call this guy Frank. 

I joined his first session of the Lost Mines of Phandelver as a level 1 wizard. The classic new player start. We get into the game, combat breaks out with a few ratty goblins, and… what music does Frank put on? Two Steps from Hell. Specifically, “Protectors of the Earth,” by Two Steps from Hell.

For the unfamiliar, TSFH makes movie trailer music. It’s decent stuff, don’t get me wrong—but I do not exaggerate in the slightest in saying that their goal for every song they’ve ever released is the word “epic.”

Now, how do I say this? Level 1 goblin fights are not epic, that one least of all. The high notes boomed off the tile floor of Frank’s parents’ kitchen, the tempo was racing, and it sounded like we were mythical heroes charging at the Black Gate to fight for the freedom of Middle Earth. All the while, my electromage barely had enough mana to two-finger-tase the last dirty green twink before he stuck me with a shit-smeared prison shank.

The music choice wasn’t just a misfit for the moment, it was comically melodramatic. And, bless his soul, when I took one look at Frank, I realized he didn’t intend for any comedy.

So you need to be aware of this danger: using music can go very wrong. Not every moment warrants musical accompaniment, and not every nominally appropriate “battle music” track you find on YouTube fits the context in which you wish to apply it.

You should vet your music even more carefully than you do your ambience, assessing for its general quality, but also its compatibility with the tone you’re looking to set and the setting you’ve thrown your players into. 

Don’t get me wrong—I’m not saying you can only play medieval-sounding music in medieval settings. DMs specializing in ultra-realism may take this route, but don’t restrict your thinking that way by assumption. A DM I respect, we’ll call her Mia, once played Frank Sinatra while introducing a horrific clown demon in a Sci-Fi setting and it sold like 24K gold. The stark contrast between the starship setting and the sultry, vintage vocals made them an intriguing combination, much like jazz and the show Cowboy Bebop, and therein she pushed past realism in favor of vibrant, stylistic flavor. 

Instead of clinging to the safer cage of music that merely matches the game, a skilled DM selects music to complement the narrative. There should be more thought behind hitting the play button than “this will sound cool” (though that is obviously a start). With the totality of your music choices, the types of instruments and presence or absence of vocals, the emotional character of those tracks, the eras and connotations they evoke—you’re forging the feeling for every encounter, character, and environment in your game. I’ll call this sound-feel; Organizing your sound-feel will make emotional beats hit harder and make the gameworld seem richer.

For a great example of this, remember one thing only: Darth Vader. 

Even if you’re not a dedicated Star Wars fan, you might be able to hum his song. You know the one. The Dum Dum Dum-Dum DuDum Dum DuDum. That one. The movies played versions of that melody progression consistently enough around Darth Vader that viewers instinctively understood it to be his song.

This tie between a character and a melody is called a leitmotif, and it's incredibly powerful. By taking advantage of classical conditioning, a movie director can direct their viewers’ thinking with just a few recurring notes and any variation present amongst them. 

You can do this, and similar to it, as a DM. Find a video game soundtrack or a series of movies where these kinds of melody patterns already exist. Is there a melody, or even just a certain cluster of instruments and sound-feels that seem to fit your big bad evil guy? Play those sounds/songs when the villain is at work, when they encounter your players, or when their minions attack. You don’t even need to associate a given sound-feel with a specific person. Sometimes I reuse a cluster of certain similar soundtracks for all undead enemies, or play them whenever my players encounter members of a certain organization. By being intentional with your battle music, your background tracks, etc. and organizing them according to the context in which they appear, you can condition your players as with a leitmotif. It coaxes their minds into understanding where they are, what they’re fighting, what environment they’re in, and how they ought to feel about these things. It electrifies the whole game world with a subtle feeling of order and organization, whether the players can properly articulate that they’re experiencing that feeling or not.

A fun instance of my applying this technique was one my experienced veterans will roll their eyes at: Faaren Kel’ara. He is an elven electromage and an… umm.. important non-player character in my homebrewed version of Out of the Abyss–and I got his leitmotif from Pirates of the Caribbean’s Davy Jones. Both have relatively tragic backstories and tempest-adjacent aesthetics, and both possess little lockets that play the Davy Jones Lullaby. That melody from the lullaby rhymes beautifully with the boiling, weeping, explosive organ progression that features in Davy Jones’s more intense main theme, his grand theme, and the various brooding versions throughout Jones’s two movies. When those notes began to play during the plot twists and climax of my campaign, my players looked up with faces twisted in horror and disbelief. I’m practically giddy thinking about how distraught they all were to lose their precious DMPC to God’s sadistic machinations. It was wonderful—and an essential ingredient in the moment was the sense of identity, the order, the clear communication of information that properly curated music patterns and sound provided us.

All of this depends, of course, on your choosing good music to play during your D&D games—but the demand for good taste here is a given. No one can teach that to us in a four-thousand-word blog post if we haven’t begun cultivating it already. 

So choose your music carefully and intentionally. Choose tracks with purpose and with your end in mind. That, in tandem with your creative lighting fixtures, will pay dividends.

Before we move on, though, consider a few more basic elements of sound. One of my recent favorites is the question of using multiple speakers. 

“Multiple speakers?” I hear you ask, “What’s the point of that?” Alternatively, you might say, “My sound setup already includes two/three/four desktop speakers wired together.” In either case, I would clarify: One creative avenue by which you can improve your soundscape is not by simply wiring up an extra speaker to play the same music/ambience/SFX as the others. Instead, consider adding another, separate speaker output to play different sounds.

This allows you to differentiate between sound direction and proximity with ease. Say you place one small speaker on the table with the players and then rig up your main system at the back of the room. Your players will grow accustomed to every sound effect playing on those main speakers, a good distance behind them. The noises of the city form a steady rhythm as they wander down a side street. Then, your stabbing sound effect erupts from the speaker on the table only a few feet from their faces.

A highwayman has ambushed your players–and his stabbing sound’s unique proximity and direction renders his appearance more… how shall I say? Intimate. Visceral. Cutting. You’re making the gameworld illusion more three-dimensional and therefore more vivid. Now, this doesn’t just work for surprises. It allows for a simple dichotomy between near and far, background and foreground, in a manner that you can manipulate with ease.

You could go even wilder with this—stage-left vs. stage-right vs. table-set speakers, on and on. However, we already manage a good deal at once during any given session as DMs, and I think the return on your attention-investment may not be worth juggling three, four, or five outputs (not to mention the technical/digital complexity of rigging them up)--just a simple background-foreground output duality will be effective while remaining manageable for most DMs in-game.

Concluding Thoughts

Dedicated attention to these two areas, light and sound, can revolutionize your D&D table. Not only will each game be more enjoyable and memorable for your players, your effort will also channel more of your creativity and self-expression—it can transmute D&D from an otherwise game into a true art. But, as I’ve already said, lighting and sound are only some of the tools in your toolbox. You could engage your players’ taste and smell through food, drink, and scented candles, offer them props and maps, and integrate painted terrain, figures, and the like. We can talk about TV screens/projectors to complement your theater with images and slideshows – there’s more to discuss than I can fit in a single blog post, so I won’t even try. Instead, I’ll break what I conceive as the technical theatre of Dungeons & Dragons into a series of posts exploring different areas and questions as they arise. I have another, very different blog post series in the works as well, and some ideas I get will likely fall into neither category. Still, if you’ve gotten this far I encourage you to come along. I’ll do my best to make it fun.


-Weylin