Sunday, April 15, 2012

Mood Music: Soundtracks in a LARP

by Zoe

If used well, soundtracks can add atmosphere and mood to a LARP experience. However, when inserted clumsily, music can break immersion, and make players feel awkwardly out of game. Perhaps for that reason, I don't see many LARPs actively using "soundtrack music" in modules or in-game spaces. Accordingly, below, I present some ideas for how to better incorporate music into your LARP.

As both a PC and an NPC, the successful use of music depends on fitting sound and noise into the gameworld. Easier said than done. In a PC encounter, you don't want to sing a song or use "ghost music" that is going to rip someone out of a game setting. (For instance, say you're attempting to create a fantasy/woodsy vibe, and use what you think are stock instrumentals-- lo and behold, the beautiful overture you selected is straight from Disney's Beauty and the Beast... and fellow PCs recognize it. Many may be able to let it go, or even enjoy it, but there's no doubt you've severed immersion.) As an NPC, your job is even more challenging-- not only do you need to select appropriate music, but, in the module space, you need to control it carefully: it can make your module clunky if you're racing around trying to adjust the volume.

However, there's no reason why a game shouldn't use music-- the precautions below, which include some general guidelines, and then specific musical performances, should hopefully help.

Guidelines


Live When Possible

If you can use live music, from drums to a lute to a singer, it's always going to have a powerful IG effect. The musician is a part of the gameworld, and a well-performed song, becomes even more impressive than a well-struck blow. From a solo bard to a chorus of Elven voices, live music will always stand out. However, live music is often impossible-- as good as your musicians may be, they may not be available for your module. Similarly, you may need a different effect, like a creepy Gregorian chant, that your musicians can't easily deliver. In this case, bring out the ghost music.



Heard but not Seen
Ghost music, as it's called in the Accelerant system, are those ambient voices or instruments. In game, we understand them to be unseen musicians or magical sounds. Out of game, we know they're well-hidden devices. Ghost music, and any ambient sound, is a fantastic IG tool, especially when live sounds/music isn't feasible. However, the best stereo devices are also often the most high-tech looking-- make sure, when setting up a module space, you take some pains to cover up your device.

Genre Appropriate
I alluded to this earlier-- make sure that a) your music matches your genre, and b) it's not too familiar. As for the first rule, this is absolutely imperative to good music. Have you found a 2011 folk song that, while using modern instruments and language, fits the mood of the game? Well, of course, that's fine. Have you, however, found a 1960s folk song in which the singer chants about Vietnam? I don't care how well it fits your character, it's just not appropriate. As for the second rule, this is a bit trickier: using familiar music often means using beautiful music that may, for a few brief moments, snap other players out of character. However, sometimes familiar music is so well-suited to an environment, that the seconds of OoGness are ok. (Lord of the Rings music in Madrigal is, for me, a great example of this.) Be sensitive. Talk to GMs-- maybe even post to an OoG forum, asking if it would be ok for you to use familiar music. If someone really has a problem with it, they can let you know ahead of time.


Work Music into Your Game
As both an NPC and PC, you have a job to make music a part of the gameworld-- not a tacked on and vestigial limb. As you can probably guess, music is integral to the world of Madrigal. In games that don't include music, however, you may need to pull a few strings-- why is your character breaking into song? What is her history? Remember, a LARP isn't a flash mob.


Be Creative
Use music as an opportunity to expand the gameworld. Write your own songs. Play unusual instruments. If you're on plot staff, think of how music can be creatively incorporated into a game (war drums, anyone?)-- often songs and bards, while charming, can be expanded to include an array of innovative experiences.


Musicians In Game


How do you perform music IG? It's a trickier question than it seems. I see three different types of "performances," all of which are totally appropriate for a LARP-- these can be used as needed.

In-Game Performers
These are your bards, songsters, and instrumentalists-- in your gameworld, they provide live entertainment, and actually perform music. Obviously, these are the easiest types of musicians to work into a gameworld. They can be NPCs or PCs.


Present Ghost Music
I explained ghost music earlier, ambient sound played from a recording, but I've seen it used two ways. The first way is "unseen sound/music"-- murmuring voices in a darkened abbey, ghostly screams, and tavern musicians playing in another room. IG, these performers "exist," but you don't see them.


Ambient Ghost Music
This is magic music-- whispers on a  magical plane, conjured voices, or atmospheric nature sounds. The sounds "exist," but the things making  the sound are not seen.

How do you use music in game? What has been successful? What has failed?

3 comments:

  1. Good ideas! I love having live IG music, as well you know, but I also think that pre-recorded music and sounds can be used to great effect.

    On the plot side, sometimes you can subtly use familiar music in the background to evoke an emotional response without people quite realizing why. We're so conditioned to hearing instrumental music during dramatic movie scenes that it just kind of kicks that part of our brain into gear. You want to make sure it doesn't rely on particular timing, and isn't too obtrustive, but it can feel surprisingly natural.

    George once helped me run an water-themed mod (PCs were fetching treasures for the naiad queen) where I used one of those CDs of dolphin and ocean sounds from the 90s. It was subtle, but I think it helped people get into the right frame of mind.
    Whispering, wind, thunder and rain are other background sound effects that I think can be really mood-setting.

    RJC ran a repeater mod at Ravenholt that was in a creepy, misty forest at night. He had music in the background that had doleful chanting and chimes, and it set a very tense atmosphere.
    Thomas H also did one in Virginia that used recorded music as a timing mechanism. The mod required that you fend off a golem while solving puzzles. If you paid attention to the music, you could tell when the golem was going to start or stop attacking.
    Actually, I think I probably see recorded music used the most for repeaters, since you can take the extra time with the setup, and it makes for an easy-to-repeat aspect of the scene.

    And James has one of the creepiest NPCs ever at Volta, who has his own personal soundtrack. He's got some sort of speakers inside the costume (no idea how the setup actually works), and whenever he comes close you can hear tinkling chimes and the soft sound of children's laughter in the distance. It's pretty freaky.

    I might be biased because I'm a music nut, but I'm rarely bothered by the use of music in a game. I am, however, sometimes weirded out by the way people sometimes react to it. We have kind of a modern sensibility when it comes to what's polite during performances-- everyone is supposed to be silent and listen, regardless of what else is going on. It's kinda odd to me. I don't want people to feel obligated to stop larping and listen to musicians-- the point of the performance is to enhance the larping experience :)

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  2. And, I totally forgot to mention in my "memorable recordings" category, Bren's elven White Forest setup for the ancient enemy battle. You were there, but for the benefit of anyone who wasn't, the staff member had set up some white pavilions and decorated them in lights and artificial vines. Inside the pavilion was an actual harp, that was magical IG, enchanted to play itself. When the harp began to "play," she had someone put on a hidden recording of ethereal harp music, which played during the battle, and granted an IG benefit to the PCs. It was an awesome combination of light, sound, and props, and she made it significant to PC's situation as well.

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  3. I love music at games! They really help players connect with the emotional tone the larpwright is aiming for.

    If you've ever watched a behind-the-scenes cut from a movie that's missing its soundtrack, you know that music has a powerful effect on your experience of the scene. A lot of dramatic lines sound downright goofy without the acoustic backdrop.

    I'm running a music-based module at the next Ravenholt, so I'll hold off on explaining the details until after run-time. :P But I'll say that it does involve recognizing and responding to a certain musical cue - when the players figure it out, the battle will play out more like a dance than a duel...



    -Dan C.

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