Tips for GM'ing (or Playing) in a Loud Room


Pathfinder Society

1/5

This isn't necessarily PFS specific - but it does impact PFS games more than homebrew as we're much more likely to be in a place with multiple games going at once.

We have two friendly hobby shops that run games around here. Both are great. That said - both can get loud. I mean, loud enough that I have to shout while reading flavor text. Forget about trying to role playing PC's and such by giving them funny voices - it's too loud for any nuance - you just have to yell everything. It kind of sucks.

Anyone have any ideas? I was almost wondering if there was some sort of headset product out there - something that six people could wear to hear each other better. Or, little speakers around the table? I don't know. This has to be a problem many others have had, and I am curious as to what others have done about it.

The Exchange 5/5

I print up the VC briefing and create a hand-out from that. the little map from the settings section, or maybe the city map (like for First Steps), and a few lines for the PCs to take notes. This esp. helps 3 hours later when the players are trying to remember what the heck their mission was... and also helps them understand it when I'm giving the briefing in a crowded CON room...

Sometimes I'll also print up the questions from the example questions and answers - and hand each to a different player... so that after the briefing the Fighter can say something like "Who the heck is the Spider?" - and several of the players get to interact inside the briefing. It helps to "brake the ice" and helps get the players talking in character.

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber

Part of my 'prep' for The Confirmation was to print up a picture of every creature or notable NPC that the party encountered.

That way, I could have the visual reference handy for folks to look at and give them an idea of what they were facing, as well as let them draw their own conclusions first before asking questions.

About the only drawback was having a visually-impaired person at the table, but between the pictures and the description that I provided, they were even able to enjoy the scenario a bit more.

Silver Crusade Venture-Agent, Florida–Altamonte Springs

If I'm sitting at rectangle tables (like at my FLGS) I try to sit on one long side instead of at the head of the table that way everyone has a better chance to hear me.

3/5

I was at a gaming convention this last weekend. When I had to Dm I took a corner table. Sometimes you may not get the chance too. But I find it is very helpful.

Let your players know about the situation. So they are more willing to work with you on the issue. In a loud environment I remind my players one at a time because of the background noise.

On the last day of mid winter my voice was completely rough and different. SO I understand the shouting thing.

1/5

Finlanderboy wrote:

On the last day of mid winter my voice was completely rough and different. SO I understand the shouting thing.

Yeah - my voice was actually hoarse just from that game.

I think the picture idea as well as creating a handout that summarizes what the players are to do are great ideas; though those are actually good ideas even with a quiet table!

...

...

I wonder if I could make a communication device out of six empty paper cups and some twine. Every player could have their own paper cup to listen and talk into. As ridiculous as it is - it might work!

*

Table tents with name, initative, saves AC & perception. I can hold up a d20 & point to what's needed. I mime sword attacks as I roll the dice & point at the mini, then the player. All this is to save my voice for other stuff. I carry throat lozenges in my gaming bag (& offer to GMs as thanks).

Grand Lodge 4/5 5/55/5 ***

Why is it soo loud? What other games are going on that require everyone to be soo loud? Can't the resolution just be for everyone to show a little respect for the other games and keep it to a low roar?

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber
Bob Jonquet wrote:
Why is it soo loud? What other games are going on that require everyone to be soo loud? Can't the resolution just be for everyone to show a little respect for the other games and keep it to a low roar?

In some venues, the acoustic properties are truly abysmal. One can nearly be screaming at the top of one's lungs and the people at the table they are *at* can hear them at 'just below normal conversational tone'.

Meanwhile, in such a scenario, the person screaming at the top of their lungs to be heard at their table is loud enough to make the people at *far* tables unable to hear their GM, forcing them to cup their hands over their ears in an effort to hear the GM running their game.

This, of course, is a feedback loop effect. That raising of the voice at the second table requires that other tables raise their voices, and it keeps feeding on something until either slots end, tables move out of the room, or a break time is taken.

It's pretty intense to *hear* the volume difference from a 'full pitch' slot to 'half slot' to 'maybe a table or two running' in such circumstances...

The Exchange 4/5

Tell me about it...I happen to be one of those GMs who can't speak very loudly, and if I get excited, I tend to speak faster, making it hard for players to catch what I'm saying. I have generally stated my preference for private venues when running games.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

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At one point I lost my voice, but I coulnt cancel my table. We were playng part two of Rats of Round Mountain, and its was the only day in a long while that everyone from part one could attend.

So I made a couple of signs to save my voice.
Simple yes - no - maybe
And Roll for initiative.

To get everyones attention I made a 'rocks fall. Everybody dies' sign. It worked like a charm.

Silver Crusade 5/5 5/55/5 ***

Pathfinder Maps, Pathfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Finlanderboy wrote:

On the last day of mid winter my voice was completely rough and different. SO I understand the shouting thing.

Finlanderboy, you know my voice was rough during the Saturday afternoon special- and I wasn't behind a GM screen at all this last weekend!

Feel free to flag me down next time. I always bring a bag of 80+ cough drops in Honey Lemon and Cherry flavors for the GMs.

-- Steve

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

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I've just about giving up playing at one FLGS because of the noise. The accoustics in the room where the game tables are set up are terrible. It's borderline OK if there are just a couple of tables running, but as we typically share the space with at least a couple of other groups it's usually all but impossible for folks at the table to hear each other.

Fortunately there are a couple of other stores in the vicinity that run PFS, and the store with the problem is adding a new location 10 miles down the road, so it's nowhere near as bad as it could be.

4/5 *

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Our band uses a Jam Hub when we have to rehearse while the kids are sleeping - it's basically a little mixer that feeds a bunch of headphone jacks. You'd need headset mics for everyone, though. And the hub is $700. (EDIT: There's a smaller one for $300.)

The problem with speakers is that you're just disrupting other tables. We try to avoid using audio or soundtracks at PFS public venues, since it interferes with other games. I played a special at a con once where the speakers were so close it was hard to function at all.

1/5

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GM Lamplighter wrote:
Our band uses a Jam Hub when we have to rehearse while the kids are sleeping - it's basically a little mixer that feeds a bunch of headphone jacks. You'd need headset mics for everyone, though. And the hub is $700. (EDIT: There's a smaller one for $300.)

That actually sounds perfect. The price of course gives one pause - but otherwise, perfect! If this continues to be a problem, I may consider it.

Though I'm still intrigued by my six paper cups and a bunch of twine idea. The price tag would be much easier to deal with :D

Shadow Lodge 3/5

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Not gonna lie - noise has badly affected games enough that it's turned me away from playing and GMing at those venues forever, even (and maybe especially) if they're popular.

3/5

Steve Mulhern wrote:
Finlanderboy wrote:

On the last day of mid winter my voice was completely rough and different. SO I understand the shouting thing.

Finlanderboy, you know my voice was rough during the Saturday afternoon special- and I wasn't behind a GM screen at all this last weekend!

Feel free to flag me down next time. I always bring a bag of 80+ cough drops in Honey Lemon and Cherry flavors for the GMs.

-- Steve

I know you have them, and thanks!

4/5

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A couple tips from someone who has been on an acoustic stage :

Either stand or sit up straight, and project using your full lung capacity.
Make eye contact with the person you're talking to. Even if they don't consciously read lips, it helps a bit.
Don't bend your neck or talk into your GM screen. It cuts off your projection.
Lower vocal tones seem to be easier to hear over a crowd than high ones.

Dark Archive 4/5 5/5 ****

So, here's a piece of advice for an exceptionally loud room. Even if you can, don't try and force your voice over it. I did that on Thursday night, Gen Con 2015. By Friday. If her, my voice was shot... And two more days of gaming left.

My plan for this year is to have cards made with all/most of the box text, so that I can make use of my players' less stressed voices. This will be better than having the players read the same out of the scenario. It will take a little work (I have to make sure I give myself enough time for it, too!), but will go a long way towards letting my voice survive.

For smaller events. I haven't had a problem, though my voice does get scratchy at the end of a three day con. At the bar we play at monthly for my "Workfinder" group, we just make do.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

My daughter is very soft spoken and can have trouble making herself heard in a loud room.

She has a voice amplifier and puts the speaker on the table, letting the players adjust the volume so that they can hear her when she GMs. This has worked well for her and her players, and without blaring loudly enough to bother neighbouring tables.

Silver Crusade 5/5 5/55/5 ***

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Pathfinder Maps, Pathfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

My (humble) suggestions to being able to run scenarios in loud rooms for an extended convention (GenCon, I'm thinking of you...):

a) There are times that I take the extra prep time to print the Mission Introduction for handout at the start. Not only does this help the players 'hear' you as you read along, but it's also a nice thing for the players after 3+ hours in the same chair who are thinking, "What is it we were supposed to do again?"

b) Knowledge or Geography rolls? Print them, then cut them and hand them to the players. That's supposed to be something the character knows, not necessarily the table. Another thing to save the voice.

c) Doing the same with the mission summary, conclusion, and primary/secondary conditions gives your players something to read while you fill out Chronicle sheets. And it saves your voice for the slots you have upcoming.

d) Having flip mats and map packs to lay out, or having your maps pre-printed: the sooner you're out of the noisy room, the easier it can be.

e) I use a magnet board (from a company no longer active) to track initiatives. I also cheated and got a small easel used for those 8 by 10 desk pictures. I don't see initiative, but the players DO- that speeds up the game if they know when it's their turn to go.

f) As I mentioned above, I can (and do) use cough drops. Even as a preventative measure. Anything to keep the vocal cords from closing up.

g) 'Alternative' voices may help paint the picture, but they're hell on the vocal cords. I did Holgarin Smine for 7-02: Six Seconds to Midnight during GenCon for the first three slots; I didn't do him the final two, as I was forcing the issue.

h) For those soft-spoken players, I have no problem leaving my (throne) chair and walking up to the player in question. Saves on your Perception: 1d20 ⇒ 15 check to see if you can hear them.

Grand Lodge 5/5

Step 1. Tell the other tables around you to quiet down.
Step 2. Run your table in your new quieter area.

:P

In all seriousness, though, this...

Tabletop Giant wrote:
Or, little speakers around the table?

...is something that a young (like 9 or 10 years old, IIRC) girl GM did at Gencon a couple years ago. She wore a headset and spoke into the mic so the players could hear her. She ran a couple tables over the convention, and Mike made sure she had players.

Last I heard she has 2 or 3 stars. :)

Now how big the speakers were or how much they cost, I don't know, but it IS doable apparently. Other people have given some good advise, too.

Personally, Ive found trying to work around the layout of the room can be very beneficial:
Cup your hands around your mouth to help them hear you, and cup your ears to help you heard them.
Try to sit so you are facing the wall or corner if you can, so there is less noise coming from that direction.
Try not to sit close to a GM at another table, so you don't have to talk over them or hear over their talking, too.

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber
godsDMit wrote:


Try not to sit close to a GM at another table, so you don't have to talk over them or hear over their talking, too.

If you *have* to sit close to a GM, try to sit 'back to back' with them. That way you have at least one other GM (barring non-euclidian acoustics) that you won't have to shout over, and they'll benefit in the same way.

Lantern Lodge 5/5

Wei Ji the Learner wrote:
godsDMit wrote:


Try not to sit close to a GM at another table, so you don't have to talk over them or hear over their talking, too.

If you *have* to sit close to a GM, try to sit 'back to back' with them. That way you have at least one other GM (barring non-euclidian acoustics) that you won't have to shout over, and they'll benefit in the same way.

This is a huge boon. It's not an end-all, be-all, but it makes a bunch of headway, especially in tighter spaces.

A similar suggestion I haven't seen mentioned:

Stand. It places visual importance on the things you're saying, which calls attention naturally.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

If I do end up playing (or GMing) at our noisy FLGS I try to get a table in the corner of the room, and sit on the side by the back wall closest to the corner. That gives me the best chance of hearing what the other folks at the table are saying (which is kind of important if you're the GM :-)

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber
Jeff Hazuka wrote:

A similar suggestion I haven't seen mentioned:

Stand. It places visual importance on the things you're saying, which calls attention naturally.

In addition, by standing you're keeping the blood moving as you move and address your players, and you don't develop cramps or clots for sitting too long.

Once sat in a chair GMing at GenCon for eight hours straight (different campaign, no 'built-in lunchbreaks'. By the end of it I needed two of my players to help me get up, and I'm not normally disabled in that sort of way.

There's a natural inclination to 'remain seated' because that's how tables are mustered ('Everyone's sitting down? Good.') but mobility is important.

In addition, HYDRATION. Not soda, not tea, not coffee. WATER. You WILL get dehydrated over time if you don't, and that opens you up to other ailments like 'concrud' and other issues.

Silver Crusade 5/5 5/55/5 ***

Pathfinder Maps, Pathfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

That's Konkrud, Wei Ji.

;)

-- Steve

1/5 5/5

Pathfinder Starfinder Roleplaying Game Subscriber
Steve Mulhern wrote:

That's Konkrud, Wei Ji.

;)

-- Steve

If one gets *that* in their body, one definitely has health issues, no lie.

=P

The Exchange 5/5

In a loud room (such as a convention) I'll get up and lean into the middle of the table to read the long parts -- this way I don't have to speak as loud (saving my voice some) and the players can all hear me.

The trick is to not read down into the table ... but look up and read "out" to the table.

Liberty's Edge Contributor

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Thea Peters wrote:

In a loud room (such as a convention) I'll get up and lean into the middle of the table to read the long parts -- this way I don't have to speak as loud (saving my voice some) and the players can all hear me.

The trick is to not read down into the table ... but look up and read "out" to the table.

My trick is to get Thea to run the game for me while I sleep "under" a table.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
Thea Peters wrote:

In a loud room (such as a convention) I'll get up and lean into the middle of the table to read the long parts -- this way I don't have to speak as loud (saving my voice some) and the players can all hear me.

The trick is to not read down into the table ... but look up and read "out" to the table.

Yeah, but you're a lot more compact so you can just hop onto the table to do that!

The Exchange 5/5

LOL

Silver Crusade 4/5

Now I'm picturing a halfling or gnome jumping up on a table and addressing the people sitting there.

Grand Lodge 5/5

I'd put her closer to dwarf-sized than halfling or gnome-sized.


As a player, I usually try to sit as closely as I can to my GM - having had a relatively soft-spoken GM in the big ballroom at Gen Con, it was kind of necessary.

That said, as the game goes on, my senses usually get better at picking my GM out of the surrounding noise. So maybe starting to interact around the table early as the players are settling in and everyone is getting situated might help everybody get accustomed to each other's voices and picking them out of the general din.

5/5 5/55/5

John Francis wrote:


If I do end up playing (or GMing) at our noisy FLGS I try to get a table in the corner of the room, and sit on the side by the back wall closest to the corner. That gives me the best chance of hearing what the other folks at the table are saying (which is kind of important if you're the GM :-)

I do the opposite I sit on the outside of the table and funnel my voice to the wall or corner toward the players. I want them to hear me, I can ask them to repeat it I can't hear them. Sometimes also players closer to me can relay the message.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Bob Jonquet wrote:
Why is it soo loud? What other games are going on that require everyone to be soo loud? Can't the resolution just be for everyone to show a little respect for the other games and keep it to a low roar?

The biggest problems I have seen with noise tends to be at venues where they are holding CCG or TTM Tournaments at the same time as the RPG event. There are multiple problems with asking them to stop.

1) Gamers are clickish. Each genre tends to see itself as superior to other gaming genres so the CCG players, for example, may not give a crap if they are disturbing the RPG players as those people aren't playing the right game anyway.

2) CCG and TTM games frequently do not require as much talking to play as RPGs. On top of that, the only person they need to talk to is most likely the guy sitting directly across from them at a narrow table, not up to 7 other people gathered around a large table. The means the noise doesn't effect their ability to play as much as it does the RPG people so they don't always understand what your problem with the noise is.

3) CCG and TTM tables are typically spread out affairs with 2 people per seating. RPGs can have up to 8 people at a single table. It is much easer to ask a single table of RPGers (and identify it as the primary source of noise) to quite down than it is to ask all the CCG/TTM gamers. The only way to do this is effectively is to talk to the store manager. Which leads to problem #4.

4) CCG and TTM tournaments are very profitable for store owners and sales tied directly to tournaments are much more obvious than sales that may be tied to RPGers. This lends a bias on the part of store owners to side with the tournament crowd. So if you tell the tournament goers they are being too loud, and the tournament goers say, no they aren't, guess who the manager is likely to side with.

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