I have been steadily trying to increase the stage experience of my game for both my players and my viewers and I've come to a point where I am not sure what I'm missing, if anything.
The tools I use include: background music, miniatures, 3D terrain, fog machine, sound board, coloured lighting, and occasionally props.
Of these, the players are most receptive of 3D terrain and the miniatures, and despise the fog machine (I love the thing personally). The background music is absolutely a key element in the experience, but can quickly be forgotten about, regaled to a soft album in the background providing just enough noise to keep the lulls from being deafeningly quiet. The sound board, while neat, is often ignored or forgotten about. The fog machine is hated and has become a joke.
At times I feel like the players are just jaded when it comes to everything I've done. Like spoiled children, "they don't know how good they have it." New players are always blown away by all the things I do, but how do I keep that excitement up?
And I answer: Story. For all the bells and whistles, pretty colours and etc that I have occurring in my game, the core of the game is still the players and the story we are telling together.
Story is the most important thing and I can absolutely point out the parts where I have failed as a DM, having even documented them (ugh, so much fail).
If that story isn't rolling, the game is failing, which makes sense, right? So, in short, I already know what the most important aspect of any D&D session, nay, any pencil and paper session, is. The collaborative experience the players at the table (including the DM) are producing is the deciding factor in whether or not the session is fun.
Everything else I use is a tool to amplify that story, but if the story isn't there, nothing is going to save the session. However, that's the big question I have in this post: What can I add to my roster of tools? My next big objective is to get a handle on pyrotechnics and figure out their use in a safe and awe inspiring manner. Any suggestions or input?
You're going all-out. And while I don't want to rain on the ambiance music, sound board, figure, and terrain, I'm going to second the motion that story is king. Therefore storytelling is the consort. If you can get the players' imaginations engaged, then that goes way beyond any special effects budget.
Since you have story structure down pat, what have you done to hone your storytelling? (And I'm asking in part b/c I want to improve my storytelling too.)
Have you ever considered that use of all these extras might be distracting you from telling a good story? Now i myself am an amateur DM so trying to incorporate sound effects and build terrain models would keep me from fleshing out the story better or telling an engaging story in the moment.
I would have to say that the telling of story is more important than the writing of the story. Maybe focus on vocal presentation instead of the visual? If you dont have a good range of different character voices building on that would help with immersion as well.
i do give you major props on the visual effort though! If i had the time and funds id love to make 3d terrain models.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I'd probably agree that of all the things you listed, the fog machine would probably be the most distracting thing and taking me away from the story. You essentially have 2 different visual effects to try and enhance your story, minis and fog machine. Pick one and run with it (please choose minis).
If you think about the effects as story enhancers it might help, going overboard tends to detract more than add. Background sounds and music should be soft and subtle, so they don't overwhelm the dialogue and narration. Visuals should be evocative but static so they don't remove all imaginative storyboarding.
Finally, don't overthink your extras. Everyone is there for story and fun. A great plot in a movie doesn't need a lot of flashy effects, but a movie without a story needs a lot of extra effects to maintain engagement.
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I have been steadily trying to increase the stage experience of my game for both my players and my viewers and I've come to a point where I am not sure what I'm missing, if anything.
The tools I use include: background music, miniatures, 3D terrain, fog machine, sound board, coloured lighting, and occasionally props.
Of these, the players are most receptive of 3D terrain and the miniatures, and despise the fog machine (I love the thing personally).
The background music is absolutely a key element in the experience, but can quickly be forgotten about, regaled to a soft album in the background providing just enough noise to keep the lulls from being deafeningly quiet.
The sound board, while neat, is often ignored or forgotten about.
The fog machine is hated and has become a joke.
At times I feel like the players are just jaded when it comes to everything I've done. Like spoiled children, "they don't know how good they have it." New players are always blown away by all the things I do, but how do I keep that excitement up?
And I answer: Story. For all the bells and whistles, pretty colours and etc that I have occurring in my game, the core of the game is still the players and the story we are telling together.
Story is the most important thing and I can absolutely point out the parts where I have failed as a DM, having even documented them (ugh, so much fail).
If that story isn't rolling, the game is failing, which makes sense, right? So, in short, I already know what the most important aspect of any D&D session, nay, any pencil and paper session, is. The collaborative experience the players at the table (including the DM) are producing is the deciding factor in whether or not the session is fun.
Everything else I use is a tool to amplify that story, but if the story isn't there, nothing is going to save the session.
However, that's the big question I have in this post: What can I add to my roster of tools? My next big objective is to get a handle on pyrotechnics and figure out their use in a safe and awe inspiring manner.
Any suggestions or input?
The DMGE
You're going all-out. And while I don't want to rain on the ambiance music, sound board, figure, and terrain, I'm going to second the motion that story is king. Therefore storytelling is the consort. If you can get the players' imaginations engaged, then that goes way beyond any special effects budget.
Since you have story structure down pat, what have you done to hone your storytelling? (And I'm asking in part b/c I want to improve my storytelling too.)
Chandelierianism: Not just for interns anymore.
Have you ever considered that use of all these extras might be distracting you from telling a good story? Now i myself am an amateur DM so trying to incorporate sound effects and build terrain models would keep me from fleshing out the story better or telling an engaging story in the moment.
I would have to say that the telling of story is more important than the writing of the story. Maybe focus on vocal presentation instead of the visual? If you dont have a good range of different character voices building on that would help with immersion as well.
i do give you major props on the visual effort though! If i had the time and funds id love to make 3d terrain models.
I thought that said snowman at first... I'm sorry I didn't add anything of importance. Just wanted to share that funny story of my stupidity.
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I'd probably agree that of all the things you listed, the fog machine would probably be the most distracting thing and taking me away from the story. You essentially have 2 different visual effects to try and enhance your story, minis and fog machine. Pick one and run with it (please choose minis).
If you think about the effects as story enhancers it might help, going overboard tends to detract more than add. Background sounds and music should be soft and subtle, so they don't overwhelm the dialogue and narration. Visuals should be evocative but static so they don't remove all imaginative storyboarding.
Finally, don't overthink your extras. Everyone is there for story and fun. A great plot in a movie doesn't need a lot of flashy effects, but a movie without a story needs a lot of extra effects to maintain engagement.