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Quinns here! My friend Adam Hay is a BAFTA-winning sound designer for videogames currently working on Usual June. He also composes the music you hear in Quinns Quest reviews. But he's also a player in my home TTRPG games, and gets involved in creating the soundscapes that play while we game.

For Public Access he made us two white-hot, 2 HOUR mixes that I want to share with my Patrons. One is for the game's Day Phase, found here, and another is for the game's Night Phase, found here. Today, I'm pulling Adam in for an interview about the role of sound in TTRPGs.

This is actually the second time I've done a blog post about music in TTRPGs! Be sure to check out Fan Club “Blog” #3: Sharing My Playlists.

Quinns: Adam, my beautiful friend and man. Could you give yourself a short introduction?

Adam: Hello Quinns! Thank you for inviting me to chat through the medium of typed words. I will try not to use too many exclamation marks!

I've spent most of my adult life making sound effects, music, and directing voice actors for video games. If you played the early LEGO games (Star Wars, Indiana Jones, Batman) you've probably heard my work, but I've basically worked everywhere at this point.

Quinns: What else shall we share? Your partner is Emily, who folks will have heard on Play to Find Out... the two of you are learning to skateboard together...

Adam: Yes! My other obsession for doing really dumb boardsports. Which probably came from playing snowboarding and skateboarding videogames, honestly. They always had the best soundtracks!

Learning to skateboard at the age of 40 has been a humbling experience, there’s a certain level of built in terror that I’m sure wasn’t there 20 years ago! But getting encouragement from a 10 year old doing crazy tricks on a miniramp is a novel way to spend a Sunday morning.

Quinns: And I’m benefitting as well! It’s great when you show up to roleplay night and I get to watch a video of one of you-- I mean it feels rude to say “eating shit” but I understand that’s the technical term

Adam: Haha! Yeah it’s fun to watch your pals stack it, isn’t it?

Quinns: Taking us back to roleplaying, you and Emily were able to show off your love of board sports in our Slugblaster campaign. I think it’s fair to say that’s when you both fell in love with TTRPGs?

Adam: Oh man, Slugblaster was THE BEST. I think we all left a piece of our hearts in that game. It had all the elements that are really exciting to me about TTRPGs - sequences where things just spiral madly out of control, adventures that you’d never be able to dream up without your friends across the table - mixed with really juicy character moments. It’s a game that knows exactly what it is and has so many dimensions (literally!) for memorable sessions.

I’d already been microdosed on Dungeons & Dragons at various points in my life, but that was definitely what cemented my love for the hobby!

Quinns: And you and I got to roleplay a kiss together, which was nice.

Adam: Yes that wasn’t weird at all for me or my wife.

Quinns: Now, let’s talk about me SEPARATING you from your wife. Emily didn’t want anything to do with Public Access because it was a horror campaign, so you joined me alone. And then you offered to handle the music! I was so excited.

In just a sec we’ll talk about these two mixes you made (linked at the top of the article), but let’s start by talking about music during TTRPGs in general. I imagine you have some pretty strong thoughts on this??

For me, there is not an inch of my being that can imagine playing TTRPGs without music. Music (or at least sound, as I sometimes play nature soundscapes) is the device that blows the doors off the entrance to the world of imagination.

Without music, it's my opinion that the scenes you're roleplaying can only get to a "9 out of 10". It's only with just the right music that you can take them up to a 10.

Adam: Exactly. Music is such a powerful tool for emotional investment in a story or setting. I always think of my job as being a storyteller, just with abstract sounds rather than words. When we play a TTRPG together we’re all trying to ease ourselves in to the wooorld of imagination with the least friction, and sound just greases the proverbial runway.

Sometimes rather than being ambient underscore, having a diegetic piece of music playing can be a great storytelling tool. Our Slugblaster campaign ended with this amazing setpiece with our characters driving a stolen car through several unreality barriers with Freebird blasting on the radio, as well as the speakers in your actual living room. It sounds a bit cheesy, but at the time it was just thrilling. We were giddy, building everything up to the big guitar solo crescendo!

Quinns: Yes. In my months-long campaign of Delta Green: Impossible Landscapes my players only had one proper gunfight, but when it happened we slapped on the combat playlist we made JUST FOR THIS MOMENT that had a dark techno track from Tzusing and the table just ceased to exist. We were in that scene.

Adam: There’s no replacement for music in those moments! I spend so much time thinking about underscoring drama and tension with music and sound, but you don’t need to overthink it! You can have fun with it.

Just imagine you’re a director picking tracks to score their own movie. Pull from your favourite soundtracks, find something on YouTube by typing in the theme of your game, or just pick tracks from albums that you love.

Quinns: Exactly. I’ve heard a lot of people say that in having so many friends to play TTRPGs with, I (Quinns) am in a ludicrously privileged situation. But, because I’ve worked hard to convince each one of those friends to try roleplaying with me and I really sweat to make it worth their while, it's a privilege that feels earned.

Instead, the bonkers unearned privilege of my home games is that four of my twelve players are music nerds who get excited to put together fabulous soundtracks for our games.

Always when we’re putting together music for our campaigns we think about what different playlists we need. Sometimes that’s as simple as “Exploration” and “Action”. For Mothership my friend Tim helped me to put together “Hesitation”, “Tension”, “Terror”.

I can just always rely on you guys, whether I need the correct mood for a haunted mountain or a freezing cold spaceship. For our Mothership game, Tim gave me an LP by Container to put on “just in case anyone ever sets a self-destruct sequence”. Listen to that link! It's the audio equivalent of a heart attack.

What I can't imagine is you guys finding this stuff by listening to it for fun, just like... while cleaning the house or whatever.

Adam: Haha! Right. There’s a reason that music exists in the first place, and it's not for TTRPGs or just to wind people up when you put it on and someone goes “what the heck is this, is this music you listen to??”

Having broad categories for different vibes is a great way to do things. Most videogame soundtracks will have a set of ‘exploration’ music that is ticking away in the background, which will transition in to the ‘action’ themes when combat happens. It’s a time-honoured system for making those big emotional shifts work, and even though it’s kind of reached meme status almost it’s still powerful. The Exploration/Action dichotomy is the simplest and most effective way of doing a meaningful vibe shift, but if you can go a bit more granular if the setting requires it.

For our game of Slugblaster we made three different Spotify playlists we could contribute to as a group - Chill, Tense and Poppin’ Off. We’d just put the different playlists on shuffle depending on the scene.

In fact, I can link them now. ‘Chill’ was for the hanging around, exposition, exploration scenes, ‘Tense’ would underscore any drama or moments when the stakes had been raised, and ‘Poppin’ Off’ would be for the big chase and action sequences.

Quinns: Blastin' slugs.

Adam: Right. I think one of my memorable moments was a big interdimensional party being broken up by the Space Cops, and ‘Anarchy In The UK’ came on as we cheesed it outta there in different directions! It felt like we were suddenly in an Edgar Wright film.

Quinns: I loved the work you did for Slugblaster, but the mixes you made for Public Access (again, linked at the top of this article) were something else.

What’s interesting here is that it was an opportunity for us to go outside of our usual comfort zone ("Explore", "Action") to work with Public Access’ very specific structure. I told you we wanted a Day Phase soundtrack, which contains a kind of mystic, dusty, desert energy, and a Night Phase soundtrack, when players REALLY SHOULDN’T BE EXPLORING and REALLY SHOULDN’T BE WATCHING THEM TAPES.

Adam: Yes, so Public Access was different, but still perfect for that big theatrical vibe shift!

I put those playlists together a few hours before our first session I think, and I tried not to overthink it. I went with a lot of my favourite albums that suited the analog mystery horror. I had an idea that I was going to write some ambient music specifically for it, but I didn’t have time in the end and just went with a big DJ mix. Looking back at the playlists I basically just mashed up a bunch of albums I really liked, haha!

Public Access with its analog horror vibes was kind of the perfect game to soundtrack for me. I really love the sound of cassettes and VHS and FM radio, that’s how I grew up experiencing music. As a kid I’d listen to music on a walkman and on the cheap boombox that I’d been bought for Christmas, and so the flaws and limitations of those mediums became attached to the feeling and meaning of music for me. My dad had a really loud stereo system too, so the crackle and warmth of vinyl was imprinted on me when he’d play records at loud volumes. Especially if he wanted to spook me a bit with Captain Beefheart or Pink Floyd. I remember being terrified and thrilled at a very impressionable age by my dad’s choice of psychedelic 60s rock! Being unsettled my music was quite a formative experience, and it’s interesting to reflect how much of my musical taste was shaped by all that.

Quinns: It's wild to think that your dad may have shaped his child's entire future by placing you next to a speaker and playing prog rock loud enough. That's like something out of Back to the Future.Adam: I know, right!

Okay, specifics. The Day Phase has a lot of Boards Of Canada tracks in the mix, who kind of invented that nostalgic, videotape-infused sound. It’s so iconic that no one has really imitated it, although there’s so many artists and genres that have been inspired by that sound! Their music, especially the album Geogaddi, has a really dark and unsettling undercurrent to it that makes you feel like a moth being guided to a flame. Lots of sounds and samples that are obscured by layers of VHS and cassette noise. The perfect compliment for our game about finding and watching cursed videotapes!

There’s Aphex Twin and Tim Hecker in there too, both titans of textural, unsettling ambience. Also Mark Korven’s soundtrack to Our House - Mark’s an amazing horror composer who’s work I first heard in the film The Witch. He does a lot of inspiring work with custom acoustic instruments, great material all around to soundtrack a spooky, unsettling night with your friends!

The Night Phase needed to go much harder, so I tried to find the darkest, most sinister music I could. There’s a lot of Lustmord in the mix as a result, probably the king of dark industrial ambient music. Lots of music from Atrium Carceri too, who runs an amazing label called Cryo Chamber that has loads of great cinematic ambient music that might be perfect for underscoring your next TTRPG session!There’s also a bunch of the Resident Evil 4 remake soundtrack too, which was perfect for our Night Phase vibes. There’s a lot of great horror music in videogames specifically! I could talk for hours and hours on this topic, but if you’re in a pinch there’s so many great gaming OSTs to put on. I snuck the Resident Evil 2 typewriter music in the mix as a little easter egg, for the other millennials in our group who stayed up way past their bedtime playing that in their youth.

Quinns: What?! You did? I think all of our players missed that. How did we miss that??

Adam: Hehe. I also wanted to make not just playlists big big, long mixes for our Public Access sessions, as there’s something special about weaving all the music you have into a seamless soundtrack. It really adds to the uneasy atmosphere as you drift from one track to another, and you can build in peaks and troughs to the mood and tension throughout the evening. It’s really fun to be the conductor in that sense!

We’d always start the music from the same place, so when that big booming kickdrum came in at the start of the Night Phase, we knew awful, awful things were about to happen. There’s a sort of Pavlovian response that comes with the familiarity of the mix after a few sessions that I think is really fun as a player. There’s an Aphex Twin track early on (Gwarek2) that is inexplicably full of screaming, and it was always delightfully awful for everyone when that would kick in, just as Quinns is narrating someone’s accidental, gory death or we’ve just started to watch our first haunted VHS tape at the most cursed location we could find.

Quinns: Oh my gosh, yes! That screaming was SO LOUD in the mix. I think there was one session where it came in at the most perfect time to send a shiver down our spine, and another session where it was so out of place I had to tell you to fast forward it a bit while everyone laughed.

In the safe bosom of the Quinns Quest Patreon, I want to admit something to you Adam. Where you first showed up for session #01 holding a mix instead of a playlist, I was actually a bit sceptical. Even though this was more work from you, I wanted a playlist!

Adam: No!

Quinns: Yes! But I’m so happy to say that by session #02 of our campaign, when we were listening to those mixes for the second time, I saw how dead wrong I was. Having all the songs play in the same order... there’s something invisibly comfortable and delightful about it.

It reminds me of how, when you play a video game, you hear the same songs for hours at a stretch and not only do you not mind, your brain starts to glue them to the fictional places that you visit. These mixes are Deep Lake, New Mexico to me. They’re the two sides of the ancient, beloved cassette tape in your walkman. I don't know if I'd feel that way if you'd made two playlists that we just slapped on shuffle.

I’m so happy you made them, and it brings me DEEP joy to think that the Quinns Quest patrons might use them for their own campaign of Public Access, and their own story of the Deep Lake Latchkeys.

Music is magic, isn’t it?

Adam: According to Boards Of Canada, my University lecturer and Pythagoras, Music Is actually Math… that’s a topic for a longer, more boring blog post though.

For now, yes it’s pure bloody magic, something very special that makes everything in life better. It’s a flavour enhancer for our ears!

If you usually play your campaigns in silence, I’d wholly recommend pulling together some tunes from wherever you like into a big playlist or two, and adding that sweet extra layer of atmosphere and emotion to your gaming sessions! Quinns you can rewrite that last sentence to be less rubbish. I didn’t put many points in ‘writing’ when I was rolling my character. 

Files

Comments

Alexander

What a lovely interview and big thanks to you both for sharing the mixes! Music really does level up a gaming session. I took your advice of having an outro song for our Delta Green God's Teeth campaign and it's been amazing. Having the same song each time has built a real sense of dread as the session ends. The familiarity was also something really fun to play with because when they learned the big conceit of that campaign (keeping it vague for others), I switched the end song and they lost their minds in the best way possible lol.

Quinns Quest

Ahaaaaa you swapped out the end song?! Stealing that.

Brandon Johnson

Absolutely agree that music is a cornerstone to this type of storytelling. Ttrpg share so much from all sorts of fictional modes but cinema and television are the easiest reaches because we're using sight and sound to process the story instead of reading, and music is integral to those mediums. For the last D&D 5e game I ran I used one anime soundtrack in particular (Ranking of Kings) that had a ton of short evocative tracks that spanned a lot of different emotions. I attached different tracks to different themes and narrative threads. So each PC had a couple tracks, each villain, each location, etc, and I just swapped playlists when each thread foregrounded in play. Super satisfying. Also a ton of work. So. Mileage varies. But! Also I think it's what makes the Worlds Beyond Number podcast the current peak of Actual Play. The addition of original composed music to match the storytelling beats elevates it as a piece of storytelling to engage with above even the ones with good playlist management.

Alexander

Highly recommend. Went from Kaleo's "Way Down we Go" which is moody, a bit cheesy, but reflective, to Hozier's "Eat your Young". Let's just say the thematic resonance sent them into a bit of a tailspin.

Lojaan

Yeah WBN is absolute peak. The performances combined with the editing and the sound design is phenomenal

Peter Robinson

I have never had great success with music during any games. I think one reason is that most of my games are online, and online sound is a technical leap too far for me when I'm also running a game. The times I have done music at a meatspace table have been big parties of DND, where the needs of new players, and the ambient volume of the table, meant that music didn't feel very impactful. Perhaps it's also because I was simply putting on fantasy videogame sound tracks and forgetting about it, but the alternative feels odd, because I feel like I don't listen to soundtrack appropriate music? Like I like *my* music, but I know that its polarizing, and constructed in a way to take over the entire emotional space in any given moment, paced with climaxes that *hit* , at their specific moment. I feel a bit attacked really, because I read this post and feel like I can't really do that, I don't listen to enough music. And maybe that does mean I can only ever get to a 9/10. But that's sad to hear nonetheless. I know my players often do want music, because they've offered to do the playlists, but they also seem to do very little other than look up an ambient fantasy themed playlist. Is there something I'm missing that makes this part of the hobby actually feasible?

Alone

Hell yeah, my favourite bit of GMing is finding weird music to play. Not gonna lie tho, the best moment I had was when I accidentally put the wrong playlist on and we did a massed battle in Mythic Bastionland to Hell March from Red Alert and it totally worked for some reason?

Winston Smith

Hey man, Music realy helps with emersion so it realy worth creating a few playlist (or just using the ones you find on Spotify). I usually can get away with a combat, exploration and a creepy playlist. Becuase we use Discord I installed Spoticord on my Discord server. ( https://spoticord.com/ ) its super easy and if you know how to use Spoti then you will be able to use this too :)

Josh Rodell

On the rare occasion that I have tried to roleplay without music, it's felt like trying to drive a car standing up (I presume, I can't drive). When I'm a player, I don't feel like I know a PC until they have their own playlist, and when I'm DMing, making a playlist is usually my in when I'm thinking about a new location. The next city the party are going to? Chill jazz flute. When they're riding motorbikes across the planes, that's all sludgy electric guitars. When they get to the convent of the vampire nuns, well then it transitions into moody flamenco guitar, of course. It does mean that my Spotify Wrapped (I'm in the process of trying to divest, but the playlists are making it hard) is always insane. One year most of my top 10 tracks were Easy Listening or Rag-Time Piano.

Josh Rodell

I tried all sorts of fancy things to try and send an audio stream over Discord for music, and then it turned out that there was a free bit of software called Kenku.fm that did exactly what I wanted. It's super easy. Also, I don't blame you for not being interested in generic fantasy music. You've got to get weird with it.

Ads

Omfg I LOVE Tzusing and 日出東方 唯我不敗 in particular. My brother deployed their music ruthlessly in his cyberpunk campaign. A+ using it for a gunfight in Delta Green. It's alien and heavy and exciting all at once. Lots of BoC in our PA game, and Aphex in the Night Phase because ofc

Tom Kaplan

Does anyone have advice for finding music that fits a certain vibe if that's not what you usually listen to?

Ads

My advice would be talk to friends. My brother in law is a metal guy. I am not a metal guy. He came up with some immensely on point doom metal for our Trophy Gold game that I would never have found by myself.

Andrew Hill

Music truly elevates a game. I was running a Lancer game and using some old Gundam/Robotech music for ambience during battles mixed in with a soundboard I was using full of classic mecha sounds. But then they get to the end of the first mission, and they face down a “Monstrosity” which is Lancer speak for a Kaiju. There were some some mutated super soldier squads for a whole mad science vibe. I ripped in with Dance with the Dead’s “The Man Who Made a Monster” and you could feel the electricity in the air

Quinns Quest

Dang, attaching music to each villain and location is some Final Fantasy shit. I love it!!

Quinns Quest

Oh my god, the algorithm's assumption about your musical taste becomes so weird 😅 I would love to know what having a respectable recommendation page looks like. I really would.

Quinns Quest

Oooooh this artist is going straight in my pocket, thank you

Quinns Quest

I would start by hoovering up all the links in this article and Blog #3, for a start. If you're using a music streamer you can bring up the Track Radio for any of these tracks and find yourself in the world of lyric-free ambient tunes

Quinns Quest

Oh my god I've wanted a soundboard for so long! The one thing I wanted in my Delta Green campaign was an UNBELIEVABLY loud sound effect for if anyone fired a gun. Never found the time to arrange it, though What hardware and software are you using for it?

Brandon Johnson

JRPGs was the inspiration for the campaign at large. This game is paused due to some players having life stuff shift their responsibilities, but if/when we return I fully plan on shifting this game to Fabula Ultima and lean into the Final Fantasy of it all!

A Scruff McGruffin

The lack of music might be the biggest downside to the games I play online. Unless I can really trust the audio setups of all my players to be locked in it usually causes more trouble than it's worth. This blog already has me excited to get weirder with it in my in-person games at least though! It's also always nice when games have official soundtracks to lean into. Heart and Wildsea kill it in that department, but now I want to go digging for more variety!

Auburnt Amaranth

I agree on principal, but also disagree in a way as the music needs to fit and its such a specific thing to get right, especially playing with a bunch of ADHD folks online, it can become distracting if the wrong kind. I did something for Impossible Landscapes, but it was mostly ambience of actual town and rooms etc I could link to stuff in the game and rarely songs (for start in a radio or such). That was effective and lot of fun, but quite the effort i didnt repeat again and mainly also due to the hassle of keeping track of it too. i got a musican among, maybe i should ask her to do something on a whim to see if it will fit. :)

Andrew Hill

So I cheat since I mostly run games online 😅 I also really want something professional for irl but ive been using all kinds of work arounds, Bluetooth speakers paired to my phone with a basic iPhone app. Then I place them in fun places like under chairs or behind the players like hidden on a shelf lol. It’s all really scuffed but the results were AWESOME irl lol. Online I use Foundry Soundboard mods or if running something on Roll20 I use the built in tools for ambience but make little snippets and sounds manual press play on a bunch of buttons to get results.

Lee Banyard

I got a Stream Deck for triggering sfx - pretty easy to set up and accessible when you're in the session. I just wish the hardware worked wirelessly.

Eddie

I have a living playlist for my Slugblaster campaign, because I use a narrative framework of telling their story from the perspective of a documentary being done about them 20+ years after their journey ends. I kind of montage through story beats by way of the Director of the film in the editing room choosing a music cue for that scene. Likewise, the players will often describe what song they're listening to, and then that gets added to our group playlist.

Boards of Games

When i watched your review for Public Access I thought that it would be a great game to run while listening to Boards of Canada, my favorite group. So it's the main reason I backed it immediately. To my astonishment the same week the PA kickstarter concluded the promo campaign for the new BoC album was underway. Yes. And the main drive for the campaign was a VHS tape finding its way to various random fans. And the first video from their new album was not unlike the video of PA's promo video. True story. So many thanks to Adam for the playlists and for having great taste in music! Public Access promo video: https://youtu.be/jL5aSn5rpUs?si=CF2iReugwoHzBP8R Boards of Canada first video in 13 years: https://youtu.be/6bghDcbzfEU?si=ddZZIXqCCm7GqnuK