crunchykoolaid
2016-10-19, 07:22 PM
So I'm generally a fan of ambient music during adventures to add to the feel of a story, and I have a separate playlist set up for "Battle Music" vs normal forest-y sounds and whatnot. The trouble I'm having is this.
I'm about to start a new campaign with mostly new players, and their first mission involves hunting/killing Goblins who are growing increasingly bold about attacking villages.
Spoilers: The Goblins are actually just raiding towns abandoned due to the actions of the BBEG, but I don't want to reveal that just yet.
To throw the party off the scent, I want all the Goblins to talk about this "Magic JuJu Thingamajig" their leader has that makes him stronger than normal. They will (probably) assume this is what allows them to raid so many villages, and track down the Goblin Boss to take his Magic Thing to stop the raids.
This is where it gets interesting, the I can have the Magic Thing be a shiny useless gem that the Goblins attribute their recent good fortune to, completely by accident, OR I had the idea that the Goblin Boss saw a Bard buff his teammates while adventuring and get the idea that music can make one into a powerful warrior. The Boss' "Magic Thing" is actually a crude set of instruments that his lackeys play (badly) when he fights.
This allows me to play some battle music IRL while it actually representing the "music" the in-game characters are hearing.
However, this may be a bit too complicated for a one-off gag and it also could distract the players into thinking the "music" actually is what's causing the raids. Should I go ahead with this idea, change some aspect of it, or shelve it completely in favor of a simpler starting plot?
Also: What are your thoughts on using battle music in general?
I'm about to start a new campaign with mostly new players, and their first mission involves hunting/killing Goblins who are growing increasingly bold about attacking villages.
Spoilers: The Goblins are actually just raiding towns abandoned due to the actions of the BBEG, but I don't want to reveal that just yet.
To throw the party off the scent, I want all the Goblins to talk about this "Magic JuJu Thingamajig" their leader has that makes him stronger than normal. They will (probably) assume this is what allows them to raid so many villages, and track down the Goblin Boss to take his Magic Thing to stop the raids.
This is where it gets interesting, the I can have the Magic Thing be a shiny useless gem that the Goblins attribute their recent good fortune to, completely by accident, OR I had the idea that the Goblin Boss saw a Bard buff his teammates while adventuring and get the idea that music can make one into a powerful warrior. The Boss' "Magic Thing" is actually a crude set of instruments that his lackeys play (badly) when he fights.
This allows me to play some battle music IRL while it actually representing the "music" the in-game characters are hearing.
However, this may be a bit too complicated for a one-off gag and it also could distract the players into thinking the "music" actually is what's causing the raids. Should I go ahead with this idea, change some aspect of it, or shelve it completely in favor of a simpler starting plot?
Also: What are your thoughts on using battle music in general?