How do you guys use music in your games? Is it constantly on or when combat starts? High volume or quiet background? Should I even bother using it?
Last session I rain I had some ambient forest and then town sounds, it was mostly travelling. I think my players found it kind of gimicky but added to the immersion a bit. A while after this I took part in a one shot and the DM was using the Witcher soundtrack as it's got a nice change between idle/combat stuff. As usual it depends on the setting and the group, OP. Would your game benefit from it? A cyberpunk game with some synth stuff in the background could be cool.
>>55070164
I always have music on and I've built up a certain playlist for each of the usual activities the party ends up doing (like sailing their boat, shopping, exploring etc). Sometimes this music is just ambient music from this site: https://tabletopaudio.com/
Individual towns also have their own themes and really important NPCs do too.
I also have context sensitive music to play for certain situations, like combat taking a turn for the worse, someone dying, someone doing something particularly epic, something spooky happening etc
I also take some time in my prep to assign songs to certain setpieces or scenes I envision will come up in the next session.
I try to keep the music at a volume that lets it be heard, but doesn't interfere with people talking. It was hard at first to use the music, as it does take up extra mental bandwidth to co-ordinate, but its since become second nature and I know exactly which songs to switch to when I need to. It now feels a little weird to DM without music.
When a player does something dumb, come close enough to whisper in their ear and then hum tunes from Super Mario Brothers