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  • File : 1287022896.jpg-(977 KB, 1414x1046, 1287006602312.jpg)
    977 KB Tricks and props for the GM Anonymous 10/13/10(Wed)22:21 No.12435507  
    What tricks and props can you think of/have used in your gaming sessions to enhance the mood and immersion? I GM mainly horror settings but every tidbit of inspiration is welcome.

    These are some of the things I've done:
    Have a friend call at a set time. Hand the phone to one of the players. Your friend is now RPing someone who is calling the player in game.

    When describing the setting and atmosphere I sometimes get up and pace the room, behind the player's back (they sit in a sofa) occasionally bending down to whisper close to their ears from behind.

    They had to stay in a haunted house in game so when night came, I opened the windows so it was freezing where we played. Rather than having them put their jackets on I gave them some blankets.

    When playing this one NPC, I always went out the room for a moment. When I came back I had a black robe and this creepy white theater mask on. I acted in character with a very eerie voice and never EVER broke character and switched to GM-mode without first leaving the room and changing. May seem like a simple thing but I learned when working with kids that if you see someone dressed up, not showing them the actual "undressing" makes the character more real.

    I borrowed my moms creepy porcelaine dolls and put them in and around the seats of our sofas and chairs. God damn that was creepy.
    >> Anonymous 10/13/10(Wed)22:24 No.12435533
    >>12435507
    At the same session, I had printed out some of these old portrait pics in b/w and framed them. I hung them behind me for ambiance. 2 sessions later, they were still used and my players had gotten used to them. Right before the climax we took a food break. Without the others noticing it, I swapped out the pics for similar pics but with some alterations. I had used photoshop to change all the eyes into black sunken holes and the mouths into stretched parodies of themselves. Session restarts and nobody except for one guy notices. This guys just suddenly backs up in the sofa and yells JESUS and refuses to tell the other players why he freaked. They all noticed it soon enough after I start pacing in front of the pics.

    I often use props that I give the players during sessions. Rusted keys, locked containers, tape casettes etc. It mimics vidya gaem items and gives them something to fiddle with during sessions. Once they got this brown parcel to open. I gave them some latex gloves too. They went all CSI on that parcel and true enough, the contents was not only a cryptic letter that was a clue in the game, there was also alot of grisly body parts (pig intestines and liver).
    >> Anonymous 10/13/10(Wed)22:35 No.12435631
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    An honest to god broken music box that chimed slighlty out of tune. Best prop ever.

    Once my players was to be blessed by this dodgy priest. He was to give them all a potent protective ward before they decended into the hidden shore ofthe catacombs. I made them all wear blindfolds and went around the room chanting. I proceeded to hang a icy wet metal medallion around each of their necks, touching the crossto their forheads with wet fingers. At this point at least one of them figured theywould be up against some deep ones. (THEY WHERE RIGHT)
    >> Anonymous 10/13/10(Wed)22:35 No.12435641
    Haha wow! You sound like a fun GM.

    I try to set the mood mostly with sound and lighting. From flickering fluorescents to bunches of candles I've put my players through anything. Be careful with plates of tea lights, they tend to form one big flame after a while.

    Sound is important too. I use a lot of score for certain occasions. But more than that I have a sample player that combines preset soundbanks to give me wind, rain, fire crackle, crowd mumbling, traffic noises, and anything else I can get my hand on in non repetitive one click soundscapes.

    The whole open window window thing works well too. I've also had a mostly silent audio cd with occasional creepy noises playing in the other room without anyone knowing. But the best is our yearly camp out where we play all night on a hill in a tent around a fire for a week.
    >> Anonymous 10/13/10(Wed)22:43 No.12435728
    Fucking OP, if this is true then you are awesome.
    >> Anonymous 10/13/10(Wed)22:43 No.12435733
    >>12435507
    >When describing the setting and atmosphere I sometimes get up and pace the room, behind the player's back (they sit in a sofa) occasionally bending down to whisper close to their ears from behind.

    >When playing this one NPC, I always went out the room for a moment. When I came back I had a black robe and this creepy white theater mask on. I acted in character with a very eerie voice and never EVER broke character and switched to GM-mode without first leaving the room and changing. May seem like a simple thing but I learned when working with kids that if you see someone dressed up, not showing them the actual "undressing" makes the character more real.

    sorry but I would laugh my ass off if any of my dms would try that.
    >> Anonymous 10/13/10(Wed)22:45 No.12435758
    >>12435641
    i used a black light when playing cyberpunk 2020, god that was disgusting
    >> Anonymous 10/13/10(Wed)22:49 No.12435805
    >>12435758
    Did it show up semen stains on your players lips or something?
    >> Anonymous 10/13/10(Wed)22:58 No.12435915
    >>12435641
    I have two cds of creepy music.

    one is the in game ambient music and sounds from SilentHill 2 (not the score) great stuff!

    the other is a compilation of eerie tracks, monotone and not to "heavy" on the ears. Most are taken from Aphex Twin's selected ambient works pt 2
    >> Anonymous 10/13/10(Wed)23:08 No.12436030
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    >>12435733
    Many things I do are creepy in some situations and hillarious in other. It's all about sensing the mood.

    For example. Momentarily shutting off the light and wisper some monologue worked fine for creepiness at times but once backfired and made us all break down in giggles.

    My players know I sometimes do some crazy shit as having a friend hide in the next room for an hour straight (he listened in on the session so he wasn't bored) and during the summoning of a demon THE FUCKING DEMON ANSWERS AND SHOWS UP.

    I dont always do elaborate stuff but just knowing I COULD keeps myplayers on edge.
    >> Anonymous 10/13/10(Wed)23:10 No.12436050
    >>12436030
    >My players know I sometimes do some crazy shit as having a friend hide in the next room for an hour straight (he listened in on the session so he wasn't bored) and during the summoning of a demon THE FUCKING DEMON ANSWERS AND SHOWS UP.

    Ok this however is fucking awesome
    >> Anonymous 10/13/10(Wed)23:12 No.12436079
         File1287025959.jpg-(57 KB, 556x417, 1273008582101.jpg)
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    http://www.youtube.com/watch?v=44uq4VsIEP8&feature=related
    Aphex twin "radiator"
    a staple in my creepy mood music

    Btw is this a bad time for this sort of thread? Most of these posts are mine...(kudos to the few others in this thread)
    >> Anonymous 10/13/10(Wed)23:13 No.12436083
    >>12435805
    good black light shows EVERYTHING but you don't know what it is, so we just joked that everything was jizz if we didn't all know each other it would have been awkward I ended up scrubbing by gaming table afterward to avoid any future mistakes
    >> Anonymous 10/13/10(Wed)23:18 No.12436140
    >>12436079
    Well it's not about Warhammer, edition wars, or anime.

    It requires some actual roleplaying experience to be able to understand the situation.

    It is creative and cannot be analyzed with charts or rule context.

    Basically this thread is as un-/tg/ as it gets. But I wish there was more like this.
    >> Anonymous 10/13/10(Wed)23:22 No.12436190
    >>12436079
    I like it, with some heavier bass this could work for a deadspace type instance I'm running, any Ideas of how to work movement for standard D20 in zero gravity?
    >> Arcadian Badmin !!/P7BJHIpPHM 10/13/10(Wed)23:24 No.12436217
    >>12436190
    Maybe steal d20 Future's zero-g rules?
    http://d20resources.com/future.d20.srd/environments/gravity.php
    >> Anonymous 10/13/10(Wed)23:26 No.12436242
    >>12436217
    awesome thanks
    >> Anonymous 10/13/10(Wed)23:26 No.12436243
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    Well any ideas for new ways of scaring the SAN out of my players? They have become quite desensitized through years of my abusive GMing.

    Should I take acting lessons? Rent a cabin in the woods? Have an old TV set in the next room, broadcasting static? Make voodoo dolls?

    Help me out anon
    >> Anonymous 10/13/10(Wed)23:33 No.12436347
    >>12436243
    If your players are already numb to your abuse I suggest playing them against each other.

    Character sheets are secret. Everyone gets a different goal. Have big sessions with all players, and small session with just one or two of them, according to in-game separation. Punish players who are too talkative with in-game consequences. Make it so that not everyone can 'win'.

    I had this done to me in an oWod round that went on for years. By the end we had such an intricate network of intrigues going, we could play entire sessions without our storyteller just by scheming against each other with our spheres of influence in the camarilla.
    >> Anonymous 10/13/10(Wed)23:35 No.12436361
    OP, this guy might actually be you, but if not he is a master of this kind of stuff.

    http://suptg.thisisnotatrueending.com/archive/12130366/

    I kind of feel like this was you though.
    >> Anonymous 10/13/10(Wed)23:41 No.12436439
    Cool thread

    When I was running a horror D20 campaign about 8 years ago, I used the music from Sanitarium to help put the players in the mood. Making sure there is no tv on and no interference with family/roommates/etc makes people feel more isolated and creeped out
    >> Anonymous 10/13/10(Wed)23:43 No.12436459
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    Nah I'm not him, this guy is awesome and actually I read that thread some hours ago which inspired this thread. '
    That bit where one of the players had to switch into another space suit and the consequences of that are GENIUS and I'm so stealing that.

    >>12436347
    Good advice, I'll try that! Paranoia is a great spice to creepytime RPG sessions
    >> Anonymous 10/13/10(Wed)23:46 No.12436510
    Black Cat Fireworks

    That's all I'm saying.
    >> Anonymous 10/13/10(Wed)23:59 No.12436645
    >>12436217
    I like it but how am I going to map movement it seems really hard, especially when players are clinging to debris or floating around?
    >> Anonymous 10/14/10(Thu)00:10 No.12436753
    Wouldn't it be brilliant to come up with an adventure where you hand the players a pile of sealed envelopes in the beginning. Then every time they accomplish something they get to open one. Inside is a handout that explains how everything they've just done was bad and will get worse unless they get the next envelope open soon. Mix it up with strange flashes they experience where they are strapped to a bed in a white room. Lure them into doing questionable things. Make it more and more surreal.

    Of course it would have to be some mean GMing to not make it feel like the railroad it is.

    The last envelope could contain a psychiatrists notes about a split personality patient with severe delusional episodes who imagines himself to be a party of adventurers.
    >> Anonymous 10/14/10(Thu)00:15 No.12436791
    >>12436645
    Just make it up. No need for rules. Orbital dynamics are too complicated to track at the gaming table.

    You can try though:
    http://www.fourmilab.ch/cgi-bin/uncgi/Solar
    >> Anonymous 10/14/10(Thu)00:24 No.12436882
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    >>12436753
    Niice. I've actually already used the sealed envelopes trick but yours had a nice twist to it.
    >> Anonymous 10/14/10(Thu)00:28 No.12436922
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    Hell yeah.

    Props.

    Low money, low food, survival Wilderness Game.

    Player: "I'll enter the cabin."
    GM: (obviously the cabin wasn't planned to be explored) "...! Ok. Umm... ok. Ahhh.... You see a couch, umm, fireplace... A desk..."
    Player: "Ok, I search the room."
    GM: "Alright... the fireplace is cleaned of ash, even though it's freezing. The desk has some papers on it and whatever is in that couch that you're sitting on now is in the couch in the cabin, like some loose change and ... maybe a pen or something. Dried pizza slice knowing my roommate. Search the couch and add any money to your character sheet."

    Find Insane Rambling Journal. Packet of teeth.
    >> Anonymous 10/14/10(Thu)00:36 No.12437012
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    Food people!

    I enjoy cooking and by now my players prefer freshly made food over chips and pizza delivery. I used that to start relating the food to adventures in some way. Naturally we had Lembas, Spoo, and Hasperat, even Soylent Red and Soylent Yellow. With me as GM and others too. I've received XP for this!

    So now I am planning on an adventure/menu where the PC have to get to know a Fantasy island by traveling to all its tribes and spending a night in their village. In the course of this they will clean and slice the vegetables, and we will play each night as a course in our dinner. With a small raclette/table grill at the center. The players can even pick the next course by choosing where to go next.

    Iron rules: Everything is in-play. Tiny portions, samples really, so they stay hungry. No one can reach dessert peak before all other tribes are pacified.
    >> Anonymous 10/14/10(Thu)00:38 No.12437031
    Hmm. Can anyone share or name some tracks that are only to provide ambient sound? Stuff like James Dueck's Rainstorm or Queen's Track 13, but more tabletop related. Any genre is cool.
    >> Anonymous 10/14/10(Thu)00:39 No.12437042
    >>12437031
    The planets' noises from the Best Horror Game thread.
    >> Anonymous 10/14/10(Thu)00:45 No.12437086
    >>12437012
    >RPGs centered around making and eating food IRL
    what is this I don't even
    >> Anonymous 10/14/10(Thu)00:47 No.12437101
    >>12437012
    For a series of games over dinner, you could do a lot worse. Each week bring in a new and different cuisine and see if the players can enjoy the native customs enough to work out politics.
    >> Anonymous 10/14/10(Thu)00:47 No.12437103
    >>12435631
    >broken music box that chimed slighlty out of tune. Best prop ever
    http://www.youtube.com/watch?v=tUAiFQvxqO4&feature=related
    >> Anonymous 10/14/10(Thu)00:53 No.12437149
    >>12437031
    There's tons of radio noise in space and vibrations in the ocean, much of it unexplained. Science pages have free mp3s. It needs sorting and usually it's not long. But it's crazy scary.

    Another thing to get into is human radio. Ham radio enthusiasts from all ver put their proud moments online. Anything from space station telemetry signals to number stations (google it!). Many pages also offer real time emergency services and ATC radio.

    Atmosphere lite shareware. Background sounds for many occasions (especially wilderness/fantasy).

    Alan Lomax recordings (Library of Congress). Folk songs from all over the world, sung by the people 100 years ago. Everyone who cares about music should know this.

    Geinoh Yamashirogumi. They made the Akira soundtrack. But they do a lot of really different stuff. Also folk music collectors.

    Kronos Quartet. You know their Requiem For A Dream soundtrack. They do original chamber music and it's very eerie.
    >> Anonymous 10/14/10(Thu)00:57 No.12437194
    http://www.youtube.com/watch?v=URHMHeJJiIc

    ignore the "Wooo"s at the start, they only do this song live (hipsters)
    >> Anonymous 10/14/10(Thu)00:58 No.12437204
    >>12436791
    well Ill give it a shot- whatthefuckamIreading.jpg
    >> Cú Airúath Siblaid !!9x1vEuGv9ER 10/14/10(Thu)01:01 No.12437239
    Add a little paranoia to your CoC:

    Each character is given a worn, faintly charred envelope sealed with wax. The wax seals are each of a different color. Each has a different runic symbol as the seal.

    Randomly stamp one of the colors and one of the runes on each character sheet. Make sure no player sees the character sheet of any other after this point, but the envelopes are in-game items, and everyone can see each other's envelope.

    A sheet may not have a color and rune which both correspond to a single envelope. A player may not have, on his sheet, a color or rune which corresponds to his own character sheet. The envelopes cannot be opened.

    The players are told that, in the event of a character death, two things may happen based on the rune/color of the dead man's envelope.

    >Dead man's envelope matches the rune on the sheet of player who witnessed the death:
    Witness is forced to open and read aloud his envelope.

    >Dead man's envelope matches the color on the sheet of a player who did not witness the death:
    Non-witness opens and reads aloud his envelope.

    If a character burns his envelope, he will instantly vanish, taken by the dark powers. However, if this burning is performed ritualistically, he will live and, instead, a player of his choosing is taken. In addition, if this ritual is performed, all envelopes aside from the burned one compel their owners to open them and read them aloud in chorus.

    On the back of the outside of each envelope, a portion of this ritual is written in invisible ink and each player is shown his portion alone.
    >> Cú Airúath Siblaid !!9x1vEuGv9ER 10/14/10(Thu)01:02 No.12437253
    >>12437239

    PS: All the envelopes are coated in an insane mess of frantically written text, with hardly a bit of white space.

    They all say Hastur.

    Over and over and over.
    >> Cú Airúath Siblaid !!9x1vEuGv9ER 10/14/10(Thu)01:04 No.12437274
    >>12437253

    Make that the letters in the envelopes. Sorry.
    >> Anonymous 10/14/10(Thu)01:05 No.12437285
    >>12437103
    Yoko Kanno and The Seatbelts
    Some of the very best!
    I like what she did for Macross Plus.
    http://www.youtube.com/view_play_list?p=ACB35597A0E7FC77&playnext=1&v=Smxf_53jEI8
    >> Anonymous 10/14/10(Thu)01:11 No.12437342
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    >>12436922
    oh I quite like this one.
    "I've been sitting on teeth all this time??"

    I'm playing with the idea of having the party lose their souls one by one. Representing
    a soulless they are given a brief instruction in how to act (monotone and full of despair). Also, for the rest of the adventure they will be wearing a cheap white theatre mask (I like those masks ok?) The soulless will have their abilities changed somewhat but they will still be a part of the party and their quest to escape and find their souls. At the beginning of the adventure Iwillplace a locked treasure box in the middle of the table. This is the mcguffin and the prize all the forces in the storyare striving for. At the end,only one player is still free leading his masked and soulless companions to thefinal confrontation. The party prevails and get the key for the box. I give the key to thefinal player with a soul and he gets to open the box. Inside.....[spoiler]the last mask[/spoiler]

    is this a good idea? I'm to tired to know atm

    >>12437103
    that is a cute musicbox, this is the silent hill version
    http://www.youtube.com/watch?v=receJsYhSsk
    >> Anonymous 10/14/10(Thu)01:13 No.12437353
    >>12437239

    >Add a little paranoia to your CoC

    I don't know...with the way American women are, I'm usually pretty goddamn paranoid with my CoC...
    >> Anonymous 10/14/10(Thu)01:18 No.12437398
    >>12437342
    That music box is a Glockenspiel.
    >> Cú Airúath Siblaid !!9x1vEuGv9ER 10/14/10(Thu)01:19 No.12437411
    >>12437353

    hurrpdurrp

    Seriously though, I think this would be a good idea.

    Or something akin to it.

    I'd want the feeling that my players had to hold something that they were afraid to hold, afraid to let go of, afraid to see, afraid to leave unseen, and that each player, out of fear, malice, or insanity could be plotting against them in some way related to the item.

    And that when the first tiny, innocuous slip-up happens, they know t͕̻͉̞̠̺͋ͣ̈́̅͌̓h̗̘̪̻̋͋̾̿è͓͖͍̥̯̗̅͡ͅ ̝͙͙ͥ̂̿̓͒̚͢d̛̹̪̪̮͖̼̋ͪ̀͜e̞̾͋̽ͮ͋͞p͚̫͍̝̜͍͖ţ̲̙̺͇̜͎͖̅͛̐͘h̑
    ̟̼̟͚̥̤͉̪ͩ̌̕ ̫͕͚͓͋ͦ̓́̅̋ͥ̀͢o̫̹̠̥̯̰f̵̜̥̃ͯ̽̓ ̱̱̪̖͇͈ṭ̯͕̱͙̾ͯͮ̌̐̍̌̈́hͣ́̉ͮ̂ͦ҉̛̻̥̮͉̻̩͘ͅe̢̙̥ͨ̋̀ͨ̿̍̓ͮ́͝ͅ
    iͣ̽ͧ̌̾ͨ
    ̵̺͔̱̭̲͞ŗ̜̰͍̪̈́̒̈ͮ̄ͫ̑ ̬̹̗̰̝̹̔̽̀ͫ̐̿͒f͙̙͕̠̹͐̈̾̂ͤ̓͟o̊̄̉͛͆̽lͭ͏̵͚͔͎͈l̤̰͉͐ͪ̈́͝y̙͙͉
    ̟̳
    >> Anonymous 10/14/10(Thu)01:23 No.12437451
    >>12437398
    sorry, Im uneducated enough to not know the difference
    >> Anonymous 10/14/10(Thu)01:28 No.12437488
    >>12437411
    Oh yes!

    I once had a small dried Moroccan scorpion in a glass case. It had this creepy aura as if it was just about to start moving again. That would have been perfect.
    >> Anonymous 10/14/10(Thu)01:33 No.12437532
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    >>12437488
    I have players that could not tolerate the presence of something like that. They would focus more on having the other players hide it from them than making sense in the game. Which would be awesome.
    >> Anonymous 10/14/10(Thu)01:34 No.12437547
    >>12437342
    This is both really fucking awesome and kind of lame. The reveal itself is awesome, but that being the mcguffin is sort of a letdown.
    >> Anonymous 10/14/10(Thu)01:39 No.12437577
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    >>12437547
    >>that being the mcguffin is sort of a letdown.
    hmm yes you are right.
    Any ideas on how to improve on that?
    >> Anonymous 10/14/10(Thu)01:39 No.12437582
    I really didn't expect to find any good GM advice reading the (hilarious) RPG "i kill puppies for satan," yet the example adventure there has the best GM advice I've seen in ages.

    Base dungeons on places you're familiar with. Steal as many details as you can get away with, don't draw a map, don't have notes in front of you during the game. Your players will think you're insanely prepared or winging it epically.

    Nobody has to know that the mental hospital they're raiding is actually your highschool.
    >> Anonymous 10/14/10(Thu)01:41 No.12437596
    >>12437577
    No clue, unfortunately. What you've got so far is leagues beyond what I'd ever think to do.
    >> Anonymous 10/14/10(Thu)01:48 No.12437653
    bumping a wonderful thread
    >> Anonymous 10/14/10(Thu)01:50 No.12437673
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    >>12437582
    good advice, I suck at envisioning made up places

    I am also making my next setting a Silent Hill style school
    >> Anonymous 10/14/10(Thu)01:52 No.12437686
    >>12437577
    Under the mask is a note/letter/torn page which finally leads them to the solution. Maybe hide it in the lining. Encrypt it. Use invisible ink. Give them something to do.

    That way the mysterious box contains not just the last nail for their coffin, but also the most important clue of them all, in inconspicuous form, with lots to find out. Let them use the internet to crack it if it's a modern setting.
    >> Anonymous 10/14/10(Thu)01:52 No.12437689
    >>12436922
    Where the fuck did you get those teeth? I totally want an envelope full of teeth!
    >> Anonymous 10/14/10(Thu)01:56 No.12437721
    >>12437689
    If you haven't pulled out your own teeth with a pair of rusty pliers to use as a prop, you don't know SHIT about DMing.
    >> Anonymous 10/14/10(Thu)01:58 No.12437737
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    >>12437721
    >> Anonymous 10/14/10(Thu)02:00 No.12437756
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    >>12437721
    >pulled out your own teeth with a pair of rusty pliers
    NOPE

    So do you get them from a butcher or something?
    >> Anonymous 10/14/10(Thu)02:07 No.12437835
    >>12437756
    I'm not actually the dude that posted the teeth. Sorry, sir.
    >> Anonymous 10/14/10(Thu)02:10 No.12437863
    >they came across a treasure chest
    >and i handed them a little tiny treasure chest
    >filled with chocolate gold coins
    >they reached in
    >AND THATS WHEN THE SCORPION BIT THE PLAYER
    >THATS WHAT YOU GET FOR NOT TRAP TESTING FAGGOT
    >> Anonymous 10/14/10(Thu)02:11 No.12437875
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    >>12437863
    >HE DOESN'T KNOW HOW TO GREEN TEXT
    >> Anonymous 10/14/10(Thu)02:15 No.12437907
    >>12437863
    I shouldn't have lol'd that hard, damn you.
    >> STORYTIEM 10/14/10(Thu)02:17 No.12437925
    Maps and handouts!

    Gaming paper is cheap and comes in huge rolls. I even cut out a large square of it and had it laminated (it was cheaper than buying a similar plastic/vinyl grid square... and the damn thing erases better).

    I've had my fair share of 'old-school' GMs defiantly tell me, "I don't NEED props or maps in my campaigns, I'm that good of a storyteller."

    Don't listen to a word of it, visual aids are a thousand times more immersive than spoken word alone. If you have any type of artistic skill, draw the locations, characters, and monsters to be fought in order to give your party the best idea of what they're interacting with.

    If the come across a document, it helps immensely to have written it out, in character, and hand it to the players so that they may see exactly what you're trying to convey.

    In my last campaign, as my players were exploring a freakishly overrun building, they had to restore power to the lights and facilities of several sub-basements. The unexplored areas of the maps were covered with paper to simulate the plunge into darkness, and every so often the players would come across pages from the journal of a scientist who went insane (complete with little details, like sloppier handwriting and word choice the closer the scientist came to madness). In addition to the journal, there was also a published report conducted by colleagues of the insane scientist, describing his complete mental breakdown, and indirectly allowing the players to learn more aspects of the game world and what they were up against. It ended up working very well, both with regards to the plot, and was very conducive to an overall creepy-as-fuck atmosphere.

    The point is, if you can make physical enhancements to your story, and find ways to integrate them, it makes for an incredibly more immersive game experience. It doesn't have to be drawing; if you're handy with sculpture or model making, toss the players a cool item of your own creation.
    >> Anonymous 10/14/10(Thu)02:33 No.12438103
    >>12437925
    What's gaming paper?
    >> Anonymous 10/14/10(Thu)02:44 No.12438205
         File1287038673.jpg-(6 KB, 240x240, Gaming paper.jpg)
    6 KB
    >>12438103
    comes in rolls, printed with gridlines.
    >> Blackheart !!d+z47tvchVl 10/14/10(Thu)02:45 No.12438221
    >When describing the setting and atmosphere I sometimes get up and pace the room, behind the player's back (they sit in a sofa) occasionally bending down to whisper close to their ears from behind.

    Have you ever been kissed so hard that you thought someone was trying to suck your heart out through your mouth?
    >> Anonymous 10/14/10(Thu)02:58 No.12438329
    A friend of mine ran an encounter I will never forget: He had a boss battle in a 10x10 room, and every round, rolled two d10s.

    The square corresponding to the coordinates of the d10 rolls vanished, and should a player be on that square, they fell into a bottomless pit if they didn't make their reflex save.

    I always thought that was a really cool concept and made things totally frantic and random.
    >> Anonymous 10/14/10(Thu)03:00 No.12438362
    >>12438329
    Holy hell, that is awesome.
    Also, Maps help a LOT.
    >> Anonymous 10/14/10(Thu)03:01 No.12438373
    >>12438329
    Did you rescue Princess Zelda?
    >> Anonymous 10/14/10(Thu)03:01 No.12438376
    >>12438329
    What if the boss' square was chosen?
    >> Anonymous 10/14/10(Thu)03:12 No.12438488
         File1287040367.png-(8 KB, 480x432, zelda.png)
    8 KB
    >>12438329
    Soooo vidya it hurts.
    Completely random and rather fatal, love those GMs.
    And how would that improve atmo?
    >> Anonymous 10/14/10(Thu)03:22 No.12438556
    rolled 2 = 2

    >>12436361
    I was wondering when I'd see this. (Not OP)
    >> Anonymous 10/14/10(Thu)03:27 No.12438601
    >>12438376
    Boss was fond of risky games like Russian roulette. He almost fell into the pit once, but managed to jump out of the way. It was piss easy to jump off a square that vanished, but the point was that after a couple of rounds, there wasn't going to be much space left to move.

    >>12438373
    Nope, we were there for gold and whores.
    >> Anonymous 10/14/10(Thu)03:32 No.12438634
    rolled 1 = 1

    >>12437577
    Oh! How about a demonic mask? Or something related to death. The final player is actually responsible for all the other players losing their souls for one reason or another, and now they must take their prize: their new demon powers and the souls they've collected.
    >> Anonymous 10/14/10(Thu)03:33 No.12438648
    rolled 15 = 15

    >>12436922
    Are those pig teeth?
    >> Anonymous 10/14/10(Thu)03:48 No.12438747
    bump
    >> Anonymous 10/14/10(Thu)04:43 No.12439084
    >>12438648
    Those are the teeth of players who failed.
    >> Anonymous 10/14/10(Thu)06:02 No.12439535
    bump
    >> Anonymous 10/14/10(Thu)06:07 No.12439572
    The players had to sneak out of the city at nightfall. About ten minutes before they left the city I reached down into my satchel and snapped the glowsticks I had secreted in there. When they passed through the gates I flicked the light off and popped the glow sticks on the table.

    After their sally was completed they returned to the city, hotly pursued by beastman. As they did so a company of archers on the walls launched a volley of flaming arrows over their heads, devastating the beastman horde. It was at this point where I turned the light back on. Seeing them shield their eyes just like their characters would have done was AWESOME.
    >> Anonymous 10/14/10(Thu)08:05 No.12440030
    >>12436922
    FUCKFUCKFUCK
    >> Anonymous 10/14/10(Thu)13:43 No.12442008
    to ze top!
    >> Anonymous 10/14/10(Thu)13:55 No.12442089
    In a horror game, you often want creepy lighting. That's well achieved by turning off artificial lights and putting up a set amount of candles, everybody knows that.

    But the GM still has his laptop open, doesn't he? Behind the screen, it can look sort of eerie, like the old campfire "flashlight-under-chin" effect.
    To make this effect even eerier, when you're not reading notes, have some fullscreen bitmaps flip through the screen, all different colours related to the current mood, blue for intensity, red for shock, etc. etc., but keep the colours changing so that your face almost flickers.
    >> Anonymous 10/14/10(Thu)14:00 No.12442112
    You ever heard recordings of the EM 'sounds' that planets make? That shit is GREAT ambient music.
    >> Anonymous 10/14/10(Thu)14:00 No.12442113
    So I have a player that likes to have his characters be hackers in modern settings.

    I was thinking about getting an application that looks like something out of DOS, but works more like a messenger, so that I could send him messages directly to his computer wile gaming.

    Any help here?

    I thought about writing every "hackable" piece of information out before hand in something like FreeBasic (because it's free and easy) and just give each entry codes that he wont either remember or be able to guess beforehand, but that would also mean that I can't wing stuff.
    >> Anonymous 10/14/10(Thu)14:07 No.12442147
    this. plus music. http://www.rainymood.com/
    >> Anonymous 10/14/10(Thu)14:08 No.12442154
         File1287079711.jpg-(36 KB, 283x186, bruce.jpg)
    36 KB
    >>12436922
    >>12436922
    >> Anonymous 10/14/10(Thu)14:14 No.12442197
         File1287080088.jpg-(35 KB, 832x536, telnetdlogin.jpg)
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    >>12442113
    [Windows]+[R]
    cmd [Enter]
    net send (Computername) (Message) [Enter]
    If Prompt is running correctly the uparrow key will cycle through previous messages to resend them.

    If Windows networking is fully enabled this will pop up on his screen as an alert box with an OK button. Freaks out newbies all the time.

    An easier way might be to get your player on some instant messenger, To get a more 8-bit feel you could look for a command line IRC tool or get to know Terminal a little (connects to BBs, Pop servers, IRC, and all kinds of old protocols, comes with every Windows), then create a private chatroom and use that. IRC has maybe ten commands, it's really easy to learn.

    Or google telnet.
    >> Anonymous 10/14/10(Thu)14:24 No.12442264
    >>12442197
    Also: Set his screen to green on black.
    >> Anonymous 10/14/10(Thu)14:45 No.12442416
         File1287081941.jpg-(12 KB, 294x170, loooove.jpg)
    12 KB
    I love these threads so much.
    >> Anonymous 10/14/10(Thu)14:50 No.12442442
    >>12442197
    >implying windows messenger service is still enabled by default
    >> Anonymous 10/14/10(Thu)14:57 No.12442499
    >>12442442
    You'd also have to punch a hole in the firewall.
    >> Anonymous 10/14/10(Thu)15:08 No.12442579
         File1287083327.jpg-(224 KB, 1280x960, 1285605794171.jpg)
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    http://www.youtube.com/watch?v=E-V7xJ1D8X0&p=164F93D36357615E&playnext=1&index=37

    I used this during a session in 3.5 that involved demonic children. This song, along with a few choice Silent Hill themes and that Aphex Twin song, (Which is AWESOME, btw.) ended up reducing one guy to tears after about 5 hours of playtime. It worked perfectly because we were playing at HIS cottage in the middle of the night. Poor bastard couldn't leave.
    >> Anonymous 10/14/10(Thu)15:26 No.12442720
    >>12442579
    >ended up reducing one guy to tears
    wat
    wat
    wat
    wat

    WAT
    >> Anonymous 10/14/10(Thu)15:33 No.12442792
         File1287084791.jpg-(42 KB, 673x720, 1285725985430.jpg)
    42 KB
    >>12442720

    He's got a thing against creepy children. It's one of his super phobias. Plus it doesn't help that every time the children appeared, they seemed to target MOSTLY him, but not always.
    >> Anonymous 10/14/10(Thu)15:34 No.12442804
    >>12442792
    But normal children are super annoying. Making them unearthly abominations is only a step up!
    >> Anonymous 10/14/10(Thu)15:36 No.12442826
    >>12442792
    You are a terrible person. A wonderful DM, but a terrible person none the less.
    >> Anonymous 10/14/10(Thu)15:42 No.12442906
    bump
    >> Anonymous 10/14/10(Thu)15:49 No.12442983
    Is music really that effective? I feel like it'd just be cheesy/distracting/ignored.
    >> Anonymous 10/14/10(Thu)15:50 No.12442995
    >>12442579

    What aphex twin song?
    >> Anonymous 10/14/10(Thu)15:57 No.12443067
    >>12442983
    That only happens when you play the best of Metal/Anime/Vidya you get in those WH threads.
    >> Anonymous 10/14/10(Thu)15:59 No.12443088
         File1287086399.jpg-(34 KB, 640x480, woody2.jpg)
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    >Aphex Twin

    It's like I'm really on /mu/ five years ago
    >> Anonymous 10/14/10(Thu)16:04 No.12443128
    >>12443088
    >I feel like my opinion matters because I recognized a name everyone knows.

    No, this is not /mu/, not even 5 years ago, this is about creating atmosphere and torturing players.
    >> Cú Airúath Siblaid !!9x1vEuGv9ER 10/14/10(Thu)16:11 No.12443228
    Scheduled task to send cryptic, nightmarish messages to all your players simultaneously on their phones, using one of those free email-2-text sites.

    Scheduled task to open and play a sound file of whispers, heavy breathing, otherworldly voices demanding the players give them their breath.
    >Bonus points: Open up your computer speakers and snip the little LED light so that when this freaky-ass sound plays and everyone looks at them... They're not even on.

    Rube Goldberg-esque, concealed setups using some sort of timer, likely an egg timer, and weights and some fishing line, to turn on all the faucets in your house at the same time.

    Same set-up, but will turn on lights one by one, or slowly raise dimmer switches.

    Again, same set up, but will snap shut the deadbolt on your door.

    >cont.
    >> Cú Airúath Siblaid !!9x1vEuGv9ER 10/14/10(Thu)16:12 No.12443239
    >>12443228

    Do something simple/cliché spooky, like start reading faust/house of leaves backward or some such shit. Slowly develop a worsening cough as you read. Get a tiny bit of a kick out of this, then begin GM'ing the game in ernest, all the while reading it silently, moving your lips as you read. Slowly become a little distracted from the game, start to look intrigued, then confused, then frustrated, then almost downright angry. At this point, your cough should sound like you have tuberculosis. Say it feels like there's a bug in your throat. Show one of your players the page you're on, asking impatiently, "I can't understand it anymore. What does this mean? Tell, me, please, can you understand this at all?" This is the instant you rub your face in frustration, covertly rupturing the small plastic bubble of black liquid(charcoal-water should work) that you've had stored in your nostril. They won't notice you doing this, they'll be too busy staring at the book full of empty pages that you've been reading aloud from for the past 30 minutes. When they look up and see the black ooze leaking from your nostril, that's when the last timer-rig goes off in the basement at the fuse box, cutting power to the whole house.
    >Bonus Points: Rig up a timer in sync with the black-out one, so that something heavy will fall, making a loud bang from another room/upstairs.

    Take entirely too long to go into the basement and turn the power back on. Then return calmly, your arms coated, up to the elbows, in soot and light blood spatter.

    Finish GM'ing the game casually.
    >> Anonymous 10/14/10(Thu)16:24 No.12443383
    >>12442197
    >>12442197
    >>12442197
    Link to Terminal, please?
    >> Anonymous 10/14/10(Thu)16:30 No.12443431
    >>12443239
    I almost feel like this is too much.
    >> Cú Airúath Siblaid !!9x1vEuGv9ER 10/14/10(Thu)16:31 No.12443438
    >>12443228
    >>12443239

    Are these good ideas? Or would players not be scared at all?
    >> Anonymous 10/14/10(Thu)16:31 No.12443439
    >>12443383
    command line
    CONNECT [host url]
    >> Cú Airúath Siblaid !!9x1vEuGv9ER 10/14/10(Thu)16:35 No.12443478
    >>12443431

    Oh. Well, there is of course the point of playing it off each time it happens by giving some sort of vaguely believable reasoning behind the wierd event.

    The faucets? Surge in water pressure, our plumbing/water softener is old and it's probably just acting up.

    The speakers? Probably just somebody's stupid new aim/msn sign-on noise or w/e.

    You should try to keep it a faint, gnawing doubt in the backs of their minds up until the blank pages, the black ichor, and the power-outtage.

    Remember, they're the crazy ones.
    >> Anonymous 10/14/10(Thu)16:38 No.12443509
    >>12442197
    That, or get him an IRC client with a TUI, customize it to look oldschool, hide all windows-like features (fullscreen it if possible) and set up your own LAN server and have him connect through that.

    Make sure your nickname is "Root_Output" and his is "Root_Input" or something like that.
    >> Anonymous 10/14/10(Thu)16:48 No.12443606
    >>12443431 here
    >>12443438
    It would undoubtedly scare the crap/piss/internal organs out of your players, but the two problems I see are:
    1) How do you follow up something like that?
    2) The scare isn't really related to the game. As far as the game is concerned, you might as well just watch a really scary movie before playing.

    I think it could work(super awesomely) if you do it on Halloween night, but not for a regular session.
    >> Anonymous 10/14/10(Thu)16:49 No.12443614
    >>12443509
    Why would you set up your own IRC server?
    Just make a private channel on any public network and save yourself the hassle.
    >> Anonymous 10/14/10(Thu)16:58 No.12443708
    bump for awesome
    >> Cú Airúath Siblaid !!9x1vEuGv9ER 10/14/10(Thu)17:01 No.12443734
    >>12443606

    actually i would do it as part of the finale to some sort of horror campaign, likely CoC.

    The plot would center around an entity known as "The Drowned Man."

    Hence, the faucets turning on by themselves, the frantic, otherworldly voices demanding to take the players' breath, the GM choking and coughing.

    And of course the darkness.

    It's a drowning thing.

    I also considered a better option to be returning from the basement, not with soot/blood on your hands, but just completely dripping wet all over.

    Bonus points if you just stare at your players for a while, finally coughing out a small mouthful of water and asking what's going on.
    >> Anonymous 10/14/10(Thu)17:04 No.12443765
    Hm, wish I had much to contribute, but as i run my games online, I don't really have much I can go on. I do provide images for visual reference on some characters and things, if I have them handy. But that's about it. Maybe I should start moving on to music and such.

    Anyone got advice on how to spice up games run online beyond images, music, and PMs? I do find that IRC PMs make note-passing quite easily, which can be very convenient sometimes.

    Some of my favored ambient/spooky music are my Aklo CDs. Just to toss that out there.
    >> Anonymous 10/14/10(Thu)17:08 No.12443791
    >>12443765
    You can always set up some atmo with shoutcast or livestream.
    I think VLC can stream out as well.
    >> Anonymous 10/14/10(Thu)17:14 No.12443840
    >>12443791
    I actually do have a livestream account. Hm... Was planning on using youtube links for music, but that might be more fun. and it gives em a mic to suddenly speak through, if i wanted to.

    So far, I've only run one attempt at creepiness, anyway. The game I GM is generally too light-hearted for horror, even if the bad guys are extradimensional aliens which are known for mind- and flesh-warping capabilities. This may change on some occasions, though.

    Another game i have in the works is a Castlevania-themed D&D 4e adventure. again, it won't be particularly horrific, but a few fun ticks might be fun. Notably to make it more video game-y.

    Wish I had stuff to suggest, but never run a group IRL.
    >> Anonymous 10/14/10(Thu)17:37 No.12444062
    >>12443734
    Again, I think it's a really fucking awesome idea that would scare the hell out of anyone, but I still feel like it's too separate from the game.

    To use an incredibly scholarly and sophisticated analogy: think of it like sex. Ideally, the scare would be like sticking a finger in the girl's butt while you're boning her pussy. But your scare doesn't just do that, it pulls its cock out of her pussy and starts fucking her in the ass while you play with her clit.

    Regardless of whether or not the latter does a better job of eliciting the desired reaction, it's a fundamentally different experience. Also, watch out for mudslides.
    >> Anonymous 10/14/10(Thu)17:46 No.12444131
    >>12443840
    Running a game online has its own advantages. Images and music are a lot more convenient, for example.
    >> Anonymous 10/14/10(Thu)17:48 No.12444153
    The BoC song someone linked gave me an idea-preferably for the climax of a game.

    It'd be something of an intro, I think. Have the players collecting stuff they can use to defend themselves against a monster that guards the way out.

    Play the beginning of this (http://www.youtube.com/watch?v=6p4HmyVr2Bo) until about 0:28, and keep looping it, increasing the volume (and maybe bass) until they escape/defeat it.

    Then play the rest of the song as you describe their escape, maybe whereever they're escaping falling apart around them.

    But that's just me.
    >> Anonymous 10/14/10(Thu)17:48 No.12444157
    >>12444131
    Yep. and I'm aware of those. Feels bad when there's threads like this about awesome stuff you just can't do online. Although, if i ever want real fun for a horror game, I could probably have fun with getting images from life to use.
    >> Anonymous 10/14/10(Thu)18:00 No.12444244
    bump
    >> Anonymous 10/14/10(Thu)18:12 No.12444352
    >>12436922
    Those are my wisdom teeth and a second molar that got extracted. I went to the dental school and the dentist removed two teeth perfectly and the student removed some teeth but accidentally broke the teeth in the process (that's why there are "shard" like teeth in there).

    DM Story was a crazed hillbilly that removed his teeth to stop the Govenmmint listening in on him. Hunted players (captured one) lost in the woods... In our last session of that game, all the players have escaped when they see "That The Crazy Man May Have Been Right All Along"... I watched too much X-files.
    >> Anonymous 10/14/10(Thu)18:21 No.12444451
    The thing about the real world atmosphere stuff, is that it takes it out of you, it's incredibly draining. At least in my experience it is, both as player and DM.

    It's better in little short dosages, several weeks at a maximum.

    With Online games, I find it better to really ram home the true horror of the situation. Have an NPC die. Seriously die. One NPC I had has "died" but instead of just having her dead, I made her adventuring career die. She's paralysed from the waist down. It was slow. It was uncertain. And her life is now utter shit. She's going to feel worthless and be a huge burden to her family. If the party visit her (and she's an important contact for them) then really up the tragic consequences of her life.
    >> Anonymous 10/14/10(Thu)18:33 No.12444554
         File1287095582.jpg-(2 KB, 150x112, 11.jpg)
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    PC: "I'll attack him."

    DM (rolls die behind screen): "OK. Hold your hand like this (see pic). Press down on your hand so the middle finger is flat and reasonably hard against the table.... Ok, now, move your thumb, Just Your Thumb, while holding your hand down like that.

    PC (Player moves this thumb.)

    DM: "Good. You draw your sword. Now move your little finger, just the little finger, no other finger," (player moves his pinky finger) "excellent, you rush forward! Move Your index finger. (player moves his index finger) You raise your sword, [Blank] stands there as you aim an easy killing blow! Move Your Ring Finger to Swing the Blade!..."

    The PC had failed his Mind Control save against a readied action. The BBEG ran away... The Ring Finger has the same tendons as the middle finger and /shouldn't/ be able to move while the middle finger is bent like the picture (with pressure on the hand).
    >> Anonymous 10/14/10(Thu)18:40 No.12444637
    bump
    >> Anonymous 10/14/10(Thu)18:50 No.12444743
    >>12444554
    What is this I don't even
    >> Anonymous 10/14/10(Thu)18:55 No.12444796
         File1287096940.png-(51 KB, 627x620, sakuya wat.png)
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    >>12444554
    >> Anonymous 10/14/10(Thu)18:58 No.12444835
    >>12444554
    That's pretty cool.
    >> Anonymous 10/14/10(Thu)19:01 No.12444864
    >>12444743
    >>12444796
    Stupid trick for a weak willed DM to say "no this happened" without actually saying it.
    >> Anonymous 10/14/10(Thu)19:15 No.12445014
    >>12444864
    >Quirky trick for an enthusiastic DM.
    ftfy

    I like Deadpan, my imagination is rife regardless, but sometimes... just work with me on something...
    >> Anonymous 10/14/10(Thu)19:21 No.12445060
    >>12435507
    >>12435507
    >>12435507
    >>12435507
    OP; i beg you to release your creepymusiclist to me. Eurofag, i have to sleep so. . catslapper@gmail.com

    /tg/ please don't fuck my email address.
    >> Anonymous 10/14/10(Thu)19:25 No.12445107
    >>12444554
    That's completely fucking unrelated to anything.

    Also, I can do that without lifting pressure from my hand.
    >> Anonymous 10/14/10(Thu)19:25 No.12445110
    >>12445060
    You know that there are skripts harvesting 4chan for spammers, right?
    >> Anonymous 10/14/10(Thu)19:27 No.12445126
    >>12445110
    If he's lucky they only check the email field.
    >> Anonymous 10/14/10(Thu)19:32 No.12445173
    >>12445107
    When I have my hand down like that, as much as I want to move my ring finger, I can't. My brain is telling my finger to move, but my body will not obey.

    This is what I imagine Mind Control to be like.

    If you can move your finger then it's unusual. I've never /seen/ anyone able to move their ring finger (if they move their little finger at the same time then it's possible). I want to say that you're doing it wrong, but I guess it's possible that you can move your finger.
    >> Anonymous 10/14/10(Thu)19:54 No.12445350
    >>12444554
    You idiot. With my hand exactly as you described, I can still move my ring finger.
    >> Anonymous 10/14/10(Thu)19:55 No.12445358
    >>12444554
    Ah, I see what happened there. That's actually pretty cool of your DM to do that. I approve.
    >> op 10/14/10(Thu)19:57 No.12445380
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    Wow thread still going? Good job guys!

    I have already shown my bag of tricks so I'll contribute by elaborating about music.
    I always use background music when I GM, it's great for setting mood but it can also break it if you aren't careful. I generally don't use music with lyrics and when I do, they are in a language the players don't understand. Movie scores are great but the tracks shouldn't be easily recognizable. Playing star wars to the original score is amazing but running a post apocalyptic game with players suddenly going "hey, the score to Conan, cool" is maybe not what you are aiming for.

    Localizing music: A bit trickier to use. Is it raining in the adventure? Put on some rainymood.com. Are they roaming the busy streets of a large city? Put on some sounds of traffic and bustle. And so on. If someone has a good link to background soundfiles, please share.

    This is what music I use:
    Horror
    OST to silent hill, especialy SH2 has great ambient tracks. The "score", i.e in-game ambient soundfiles are FANTASTIC in creating an unsettling mood.
    Aphex Twin selected ambient works pt II (disc 1 and 2) has some good ambient tunes. A few of them are perfect horror material.
    Omen - "ave satanis"(main theme).
    Various chanting, indian, mongolian, native american, african. Mongolian throat songs are also freaky. Music box/glockenspiel music.
    Boards of canada
    Rule of Rose OST
    Some tunes from the "Hunt for red october" ost
    The official OSTs of /x/ have some great stuff but I can't for the life of me find the proper links.
    >> op 10/14/10(Thu)19:59 No.12445402
         File1287100775.png-(165 KB, 576x432, faust.png)
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    >>12445380 cont
    Classical music.
    Lacrimosa, Dies Irae, Don Giovanni commendatore scene by Mozart.
    Ave Maria by Schubert (strangely enough, the cowboy bebop ost has the best version of this. Not even pavarotti beats that performance).
    Beethoven's sonata (movements 1-3) "Pathetique".
    Tchaikovsky's Manfred Symphony (not to forget his dance of the sugarplum fairy).
    Bach's cello suites (all of them).
    Sergei Prokofiev "dance of the knights" from Romeo and Juliet.


    Cheap trick: I was immensly inspired by the movie with Denzel, John Goodman and Sutherland about demonic posession. The callsign of the Demon was this old happy tune called "Time is on my side" or something. I swiped this trick. When creepy stuff happened during this one adventure, I either played, whistled or sung this very warm and happy tune. The connection to bad things and this very off-mood tune made my players very unnerved. Radios (in game) played it, they found notes with the lyrics, NPC kept sprouting bits of the lyrics apparently unknowing, I even let this cat come up to them and sort of hiss it. The players to this day say that they are kind of uncomfortable when they hear it on the radio.
    >> Anonymous 10/14/10(Thu)20:08 No.12445469
    >>12445402
    Early one morning, just as the sun was rising,
    I heard a maid singing in the valley below;
    "O don't deceive me,
    O do not leave me!
    How could you use a poor maiden so?"
    >> Anonymous 10/14/10(Thu)20:24 No.12445609
         File1287102257.gif-(1.46 MB, 250x187, 1284069809136.gif)
    1.46 MB
    bump or something (animated)
    >> Anonymous 10/14/10(Thu)20:33 No.12445698
    >>12445609
    What the fuck.
    >> Anonymous 10/14/10(Thu)20:35 No.12445719
    I don't have much in the way of props but I'm thinking of using my drawing skills to illustrating a kind of opening for each game. Like doing an illustration with the campaign background. And from then on having each game start out with an illustration and summary of the events so far.

    I have no idea how hard this will be to do but I'd like to.
    >> Anonymous 10/14/10(Thu)20:39 No.12445745
         File1287103146.gif-(1.3 MB, 250x187, 1284069850652.gif)
    1.3 MB
    >>12445719
    This is good, using your skills to enrich the gaming session. Too bad I draw for shit.

    >>12445698
    have some more and no I don't know source
    >> Anonymous 10/14/10(Thu)20:40 No.12445755
    >>12445609
    >>12445745

    This reminds me of the House in House of Leaves.
    >> Anonymous 10/14/10(Thu)20:44 No.12445779
    >>12445609
    >>12445745
    The 15 puzzle IRL?

    ...

    the fuck?
    >> Anonymous 10/14/10(Thu)20:47 No.12445812
    >>12445719
    Go for broke and animate the RPG as it's unfolding!
    >> Anonymous 10/14/10(Thu)20:48 No.12445824
    >>12445812
    If only I could...
    >> Anonymous 10/14/10(Thu)20:52 No.12445861
    I love Red Herrings.

    After a few rooms and encounters in a dungeon, where players are exposed to unknown items, effects or monsters, have a player's character throw up, violently cough (maybe to the point of throwing up) or something similar, when it has no effect on any encounters.

    Bring up the fact that the character threw up on occasion, sometimes to explain a bad roll or some action they have taken. Say that "it's probably just shock from [monster's attack] or the dust that fell from the roof in [room X]..."

    (It's actually the ring he picked up in turning him into a lich.)
    >> Anonymous 10/14/10(Thu)20:55 No.12445888
    Dark Heresy, game set in an Adeptus mechanicus xeno research facility. Containment failed, and three teams were dispatched to reactivate it and prevent a tyranid outbreak.

    Very aliens inspired. I created detailed schematics in MS paint, loaded them onto my zune, and then put them up on the 42 inch flat screen in the room.

    Players wanted to check the schematics, they actually had detailed digitized layouts.
    >> Anonymous 10/14/10(Thu)20:58 No.12445920
         File1287104311.jpg-(327 KB, 1000x1000, Pavises.jpg)
    327 KB
    >>12445719
    Maybe a Shield Wall...? I got this picture from a thread the other night and I was considering using it as a method to tell a history or story...
    >> Anonymous 10/14/10(Thu)21:00 No.12445944
    >>12445888
    This is actually my favourite way of running a dungeon crawl, instead of the players drawing the map as they explore, the players have the map from the beginning.

    Good for splitting up the party.
    >> Anonymous 10/14/10(Thu)21:11 No.12446054
         File1287105060.jpg-(269 KB, 1024x655, 1284318380920.jpg)
    269 KB
    When I was younger I used to work at kindergardens and schools as a temp. Drawings time was popular and the kids liked me and would often give me their finished masterpieces. I saved them. Some where cute and I held on to them but most where just the usual and cryptic scribblings. I used them in this one session as both clues, descriptions, maps and character descriptions. The payers loved it as they were all playing kids trapped in a nightmare, It's actually very very hard to mimic how kids draw so this might be useless as practical advice tho...
    >> Anonymous 10/14/10(Thu)21:18 No.12446123
    >>12445609
    That looks like a SciFi bumper from back before they made their name retarded.

    I'd like to contribute, but I suppose everyone knows the "soak your paper in coffee grounds or tea, whala instant aged paper" trick.
    >> Anonymous 10/14/10(Thu)21:21 No.12446151
    >>12446123
    Most might know it but not all, and the rest of us gets reminded that this trick exists. See, you contributed!
    >> Anonymous 10/14/10(Thu)21:22 No.12446174
    I had three players. When describing a scene I went "Okay, the four of you descend the staircase into a small cavernous room..." The players thought I messed up a bit there, which happened more than once before, and didn't even say anything. When I was done describing the place I placed their figurines on the map and a single black one behind them. Made for a small "oh shit" moment. Yeah, I know I suck at this. This was just a common 3.5 game by the way.
    >> Anonymous 10/14/10(Thu)21:34 No.12446304
    >>12446123
    Crumple it up first. Singe off some edges. Use extra strong coffee, mud, grass stains, maybe even a little oil or wax. Dry in oven or microwave. If you have the time direct sunlight does wonders.
    >> Anonymous 10/14/10(Thu)21:35 No.12446317
         File1287106555.jpg-(61 KB, 640x965, 68.jpg)
    61 KB
    Huh. I've been running a Dark Sun game with a lot of random semi-appropriate stuff from my music collection in the background (Black Hole Sun was an inspired choice, I thought) but ambient music would probably be even better.

    After all the Aphex Twin in this thread, it gave me an idea. The party's bard/psion has a running joke about how he plays terrible music on his one-stringed songbow and everybody hates it except for the thri-kreen, to whom he's some kind of rock god. I think I'll proxy his ingame music with some weird Aphex Twin shit. It's appropriate for a bard who's also a psion, I think.

    Is there anything extremely desert-appropriate you all can recommend? And maybe something specifically to set the mood for when the party is stranded and lost and dying of thirst in the desert?
    >> Anonymous 10/14/10(Thu)21:52 No.12446481
    >>12446174
    ... I remember hearing a few things like this. They are cool.

    >>12446317
    Play around with mirages?

    Pity if you're in the Northern Hemisphere, otherwise you could make it sweltering in the game room. ... Probably a good thing. You could have salty, dry foods (pretzels) and then deny water for a little bit of time. Make sure you have ice and lemonade for as soon as the "I'm making a point" wears off...
    >> Anonymous 10/14/10(Thu)22:11 No.12446724
    Bump?
    >> Anonymous 10/14/10(Thu)22:21 No.12446832
    >>12446481

    Yeah, I'm in Northern Virginia, the humidity is unbelievable here. There's no way I'm simulating anything approaching a desert environment. It'd be cool to play outdoors at night in Arizona, though.
    >> Anonymous 10/14/10(Thu)22:28 No.12446919
    Well they can't simulate icy seas and frosty caves in AZ. Use what you have.
    >> Anonymous 10/14/10(Thu)23:09 No.12447545
    >>12446832
    Ugh, NoVa fucking sucks. Especially after living in Egypt. I got used to the nice dry heat, and now I have to live in this motherfucking swamp.
    >> Anonymous 10/14/10(Thu)23:11 No.12447581
    >>12447545
    And I'm guessing that your group are locals, so the "pretend you're in a swamp" thing doesn't really work.

    This is from an Oklahoman who went to New Orleans for a week-ohgodthehumidity.
    >> Anonymous 10/14/10(Thu)23:15 No.12447636
    >>12447581
    Perfect for a little CoC Voodoo excursion.
    >> Anonymous 10/14/10(Thu)23:20 No.12447700
    >>12447581
    I'm actually in between groups right now. I was just bitching about the whether in general
    >> Anonymous 10/14/10(Thu)23:35 No.12447883
    >>12447545

    Just moved to NoVA from California last August. I was greeted with fucking steam rising from the roadway. And then there was last February.

    I may never feel completely dry again.
    >> Anonymous 10/15/10(Fri)00:46 No.12448696
    bump
    >> Anonymous 10/15/10(Fri)01:10 No.12448892
    I once had a prissy arrogant monarch who blew spit into the faces of all who displeased him, which was everyone. To simulate this I facilitated my gardening water sprayer on a mist setting.

    It was really hot so my players didn'T mind it that much.
    >> Anonymous 10/15/10(Fri)01:56 No.12449253
    >>12448892

    Ha, I could see using that myself.

    I should get a prop for each major NPC.

    >would hopecome

    Ah, you're disappointed by Obama's performance in office, too, Captcha?
    >> Anonymous 10/15/10(Fri)02:55 No.12449779
    Can I has some moar, /tg/?



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