So one of my players suggested using voice changer to make distinct voices for different characters. What do u guys think? have some 1 ever done that before and does it add more flavor to the campaign? or does using those voices make it static and uninteresting?
Different people have different tastes. My players are forced to deal with NPCs that usually have very bad, almost culturally insensitive, accents that are liable to change mid conversation. They haven't complained or asked me to use a voice changer. I'm not Matt Mercer or Robert Hartley. I'm not a professional at this.
My advice: Try it if you want to. There's got to be some that have a trial period out there. If it doesn't work well for your group then stop using it.
Thnks for the advice I guess I can give it a try. I know we are not professional DM's but if its something that helps me and the players it might be okay to use i guess.
No one needs one. The software ones are OK but more annoying imo. There are some great hardware synthetic devices out there. I think Roland has a fair one but that's like 200$.
Couple of my players in past campaigns brought up the same idea for me. I said thanks but no. I'll use my voices and get better at them by not using that stuff. Which has worked for me.
Software and hardware are a crutch that no one needs to lean on for voices. Just use your voice and learn to change it.
Players may also test you eventually on voices. My first group decided to talk to everyone they could in a festival to see how many different voices I could go through. They gave up after a few hours.
I digress. No dm needs to use a different voice for npcs. Can just say umm. An older goblin speaks to you with a raspy voice that's on a high pitch that makes your ears tremble. Then just speak normally and the players can imagine it.
Every GM has their own distinct style. Do not ever feel like you have to change that style to fit the players.
That said, if you do wish to try your hand at voicing NPCs, don't aim after accents. Having directed and run a theatre company, here's the advice I used to give to inexperienced actors struggling with different voices:
Change the pitch of your voice - Higher for one character, lower for another.
Change the pace of your speech - faster for one character, slower for another.
Add in quirks - have a character who never uses contractions, speaks with a lisp.
Try altering up how you use your lips when speaking - for example try speaking by keeping your left side of your lips closed.
Try 'funny' voices - if you are aware of how to speak using a nasal voice try that.
These are things that by and large require no expediture and actually can have a huge impact on distinguishing between characters. If you're playing in person, mixing up body language by having one NPC always have their arms across their chest, or flamboyantly gesticulating with their hands can also help.
Accents are the fools errands that trick people into thinking that there is an 'easy' way to create character. My way - altering speed and pitch - is the quicker and easier way that allows a person to begin understanding how their voice works.
I'd add in that for good vocal health a vocal warm up is really useful too, I'd advise something like this one from Jeff Rolka
Once you've gotten the hang of trying a different pitch, and speed, start to mix them. Try the high pitched, fast talker. Or the low pitched fast talker who always flails their hands. Basically this opens out the door to dozens of combinations...certainly enough to 'hint' at character.
I would emphasise too, that irrespective of DMing in person or online, things like body language...how you move your hands, how your head is positioned will actually add a depth to your voice. If you saw instead an old school radio play studio the actors would often be using their body's physicality because it does add something to the vocal. Odd, but true.
As I say though, if you try it out and it's not for you, that's your style and either your players get on board with it or find a DM who is their stylistic preference.
Software and hardware are a crutch that no one needs to lean on for voices. Just use your voice and learn to change it.
As a side note, this is a really naive and bad take. Having worked with hundreds of professional actors as a director I can tell you there are people for whom telling them 'Just use your voice and learn to change it.' would be like saying 'to climb everest just go and climb it'. There is a darned good reason that voice actors who are skillful get so much work - it's a technically demanding and nuanced skill. Sure there are some who can just do it through imitation, but that's not how everyone is physicially or neurologically built.
Thanks for the advice! Sometimes I'll change the position of my jaw, jutting it out for an arrogant noble or withdrawing it for a country bumpkin.
As a complete amateur who has never had any training whatsoever, what I find helpful to do is imagine a character I've heard and imitate that for pace and tone. For narrating the scene, Rod Sterling. For a Firbolg Druid, Yogi Bear. For a Gnome Wizard, Matt Smith's Doctor Who. Since what I'm hearing in my head is different than what is coming out of my mouth it seems to work well enough to be "individual" characters.
No one needs one. The software ones are OK but more annoying imo. There are some great hardware synthetic devices out there. I think Roland has a fair one but that's like 200$.
Couple of my players in past campaigns brought up the same idea for me. I said thanks but no. I'll use my voices and get better at them by not using that stuff. Which has worked for me.
Software and hardware are a crutch that no one needs to lean on for voices. Just use your voice and learn to change it.
Players may also test you eventually on voices. My first group decided to talk to everyone they could in a festival to see how many different voices I could go through. They gave up after a few hours.
I digress. No dm needs to use a different voice for npcs. Can just say umm. An older goblin speaks to you with a raspy voice that's on a high pitch that makes your ears tremble. Then just speak normally and the players can imagine it.
I partially agree to that training might make me better at imitating voices, but as i see it a software or a hardware would be there to help me during that process that is my train of thought at least. And its not that i need to use them its more like should i not try them out? does it have a negative effect on me as a dm or on the experience of the players? if not then i dont see a reason why i wont try it out!
But thanks for your opinion always appreciate another person input.
Every GM has their own distinct style. Do not ever feel like you have to change that style to fit the players.
That said, if you do wish to try your hand at voicing NPCs, don't aim after accents. Having directed and run a theatre company, here's the advice I used to give to inexperienced actors struggling with different voices:
Change the pitch of your voice - Higher for one character, lower for another.
Change the pace of your speech - faster for one character, slower for another.
Add in quirks - have a character who never uses contractions, speaks with a lisp.
Try altering up how you use your lips when speaking - for example try speaking by keeping your left side of your lips closed.
Try 'funny' voices - if you are aware of how to speak using a nasal voice try that.
These are things that by and large require no expediture and actually can have a huge impact on distinguishing between characters. If you're playing in person, mixing up body language by having one NPC always have their arms across their chest, or flamboyantly gesticulating with their hands can also help.
Accents are the fools errands that trick people into thinking that there is an 'easy' way to create character. My way - altering speed and pitch - is the quicker and easier way that allows a person to begin understanding how their voice works.
I'd add in that for good vocal health a vocal warm up is really useful too, I'd advise something like this one from Jeff Rolka
Once you've gotten the hang of trying a different pitch, and speed, start to mix them. Try the high pitched, fast talker. Or the low pitched fast talker who always flails their hands. Basically this opens out the door to dozens of combinations...certainly enough to 'hint' at character.
I would emphasise too, that irrespective of DMing in person or online, things like body language...how you move your hands, how your head is positioned will actually add a depth to your voice. If you saw instead an old school radio play studio the actors would often be using their body's physicality because it does add something to the vocal. Odd, but true.
As I say though, if you try it out and it's not for you, that's your style and either your players get on board with it or find a DM who is their stylistic preference.
I think i can play with my tones and pitch to a cretin degree. But one thing i sure as hell don't do as much is playing with tempo. It never crossed my mind that talking in a slower tempo will give a completely different feeling that it might change the perception of the voice it self. Also the vocal warm ups and the other tips seems really useful so i want to give those a go as well. Anyway thank you for taking the time to post a long detailed replay!
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So one of my players suggested using voice changer to make distinct voices for different characters. What do u guys think? have some 1 ever done that before and does it add more flavor to the campaign? or does using those voices make it static and uninteresting?
Hopefully can some 1 give some advice.
Different people have different tastes. My players are forced to deal with NPCs that usually have very bad, almost culturally insensitive, accents that are liable to change mid conversation. They haven't complained or asked me to use a voice changer. I'm not Matt Mercer or Robert Hartley. I'm not a professional at this.
My advice: Try it if you want to. There's got to be some that have a trial period out there. If it doesn't work well for your group then stop using it.
Thnks for the advice I guess I can give it a try. I know we are not professional DM's but if its something that helps me and the players it might be okay to use i guess.
No one needs one. The software ones are OK but more annoying imo. There are some great hardware synthetic devices out there. I think Roland has a fair one but that's like 200$.
Couple of my players in past campaigns brought up the same idea for me. I said thanks but no. I'll use my voices and get better at them by not using that stuff. Which has worked for me.
Software and hardware are a crutch that no one needs to lean on for voices. Just use your voice and learn to change it.
Players may also test you eventually on voices. My first group decided to talk to everyone they could in a festival to see how many different voices I could go through. They gave up after a few hours.
I digress. No dm needs to use a different voice for npcs. Can just say umm. An older goblin speaks to you with a raspy voice that's on a high pitch that makes your ears tremble. Then just speak normally and the players can imagine it.
Every GM has their own distinct style. Do not ever feel like you have to change that style to fit the players.
That said, if you do wish to try your hand at voicing NPCs, don't aim after accents. Having directed and run a theatre company, here's the advice I used to give to inexperienced actors struggling with different voices:
These are things that by and large require no expediture and actually can have a huge impact on distinguishing between characters. If you're playing in person, mixing up body language by having one NPC always have their arms across their chest, or flamboyantly gesticulating with their hands can also help.
Accents are the fools errands that trick people into thinking that there is an 'easy' way to create character. My way - altering speed and pitch - is the quicker and easier way that allows a person to begin understanding how their voice works.
I'd add in that for good vocal health a vocal warm up is really useful too, I'd advise something like this one from Jeff Rolka
Once you've gotten the hang of trying a different pitch, and speed, start to mix them. Try the high pitched, fast talker. Or the low pitched fast talker who always flails their hands. Basically this opens out the door to dozens of combinations...certainly enough to 'hint' at character.
I would emphasise too, that irrespective of DMing in person or online, things like body language...how you move your hands, how your head is positioned will actually add a depth to your voice. If you saw instead an old school radio play studio the actors would often be using their body's physicality because it does add something to the vocal. Odd, but true.
As I say though, if you try it out and it's not for you, that's your style and either your players get on board with it or find a DM who is their stylistic preference.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
As a side note, this is a really naive and bad take. Having worked with hundreds of professional actors as a director I can tell you there are people for whom telling them 'Just use your voice and learn to change it.' would be like saying 'to climb everest just go and climb it'. There is a darned good reason that voice actors who are skillful get so much work - it's a technically demanding and nuanced skill. Sure there are some who can just do it through imitation, but that's not how everyone is physicially or neurologically built.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
Thanks for the advice! Sometimes I'll change the position of my jaw, jutting it out for an arrogant noble or withdrawing it for a country bumpkin.
As a complete amateur who has never had any training whatsoever, what I find helpful to do is imagine a character I've heard and imitate that for pace and tone. For narrating the scene, Rod Sterling. For a Firbolg Druid, Yogi Bear. For a Gnome Wizard, Matt Smith's Doctor Who. Since what I'm hearing in my head is different than what is coming out of my mouth it seems to work well enough to be "individual" characters.
I partially agree to that training might make me better at imitating voices, but as i see it a software or a hardware would be there to help me during that process that is my train of thought at least.
And its not that i need to use them its more like should i not try them out? does it have a negative effect on me as a dm or on the experience of the players? if not then i dont see a reason why i wont try it out!
But thanks for your opinion always appreciate another person input.
I think i can play with my tones and pitch to a cretin degree. But one thing i sure as hell don't do as much is playing with tempo. It never crossed my mind that talking in a slower tempo will give a completely different feeling that it might change the perception of the voice it self.
Also the vocal warm ups and the other tips seems really useful so i want to give those a go as well.
Anyway thank you for taking the time to post a long detailed replay!