Can we discuss character voices for a bit?

Can we discuss character voices for a bit?

Can we discuss character voices for a bit? Specifically, I have trouble maintaining consistent voices for NPCs (or when I’m playing, for my PC) across sessions. One of my players said that he finds a portrait from google images for each of his NPCs, and looks at it whenever that NPC comes into play. Does anyone have other suggestions on how to improve this skill set?

38 thoughts on “Can we discuss character voices for a bit?”

  1. Associating a specific person or character’s voice with your NPC seems to help me. E.g., I have an NPC named Professor Durant in my Masks game, and my entire characterization for him is that he sounds like Martin Stein from Legends of Tomorrow. I know how Stein speaks, so when Durant interacts with the PCs I know how he speaks.

  2. Associating a specific person or character’s voice with your NPC seems to help me. E.g., I have an NPC named Professor Durant in my Masks game, and my entire characterization for him is that he sounds like Martin Stein from Legends of Tomorrow. I know how Stein speaks, so when Durant interacts with the PCs I know how he speaks.

  3. I concur with both notions above. I try to identify a character from media (popular or otherwise) that fits my notion of what I want the NPC to be like and keep that character in mind when speaking as the NPC. You don’t need to go for the ventriloquist’s act, just get the style and tempo down, and it will work great.

    For example, I ran an eight session space opera game a while back that involved a lot of interaction with a sentient spaceship. I modeled that character’s speech on the Android from ‘Dark Matter.’ I didn’t bother trying to pitch my voice like the actress that plays the Android, I just used the very clipped, precise way of speaking portrayed in the show, and it worked great.

    (I also stole the set-up from that show completely, with the PCs all waking up from cold sleep with complete amnesia, and having to figure out who they were and why they were on a ship in deep space as the session went on. If you can pull it off, this is a really fun way to generate characters.)

  4. I concur with both notions above. I try to identify a character from media (popular or otherwise) that fits my notion of what I want the NPC to be like and keep that character in mind when speaking as the NPC. You don’t need to go for the ventriloquist’s act, just get the style and tempo down, and it will work great.

    For example, I ran an eight session space opera game a while back that involved a lot of interaction with a sentient spaceship. I modeled that character’s speech on the Android from ‘Dark Matter.’ I didn’t bother trying to pitch my voice like the actress that plays the Android, I just used the very clipped, precise way of speaking portrayed in the show, and it worked great.

    (I also stole the set-up from that show completely, with the PCs all waking up from cold sleep with complete amnesia, and having to figure out who they were and why they were on a ship in deep space as the session went on. If you can pull it off, this is a really fun way to generate characters.)

  5. I feel like Dark Matter is an RPG. I think I read that the Expanse was originally the writers’ campaign that they turned into a book. I wouldn’t be surprised if Dark Matter is the same.

  6. I feel like Dark Matter is an RPG. I think I read that the Expanse was originally the writers’ campaign that they turned into a book. I wouldn’t be surprised if Dark Matter is the same.

  7. Honestly, listen to old radio shows. Or some of the radio-show style podcasts. when you only have vocals to work with, you definitely need some sort of “tic” so players can quickly identify who you’re acting as.

  8. Honestly, listen to old radio shows. Or some of the radio-show style podcasts. when you only have vocals to work with, you definitely need some sort of “tic” so players can quickly identify who you’re acting as.

  9. One thing I have found an issue – when I introduce an NPC, I dont’ always know if that character will be a one time character, or somehow become ongoing. As such, I’m really bad at taking notes on them beyond the motivation in the back of the DW book (love that btw).

    Functionally, how do folks take those notes on their NPCs? (granted, a broader topic than Will P’s original post…)

  10. One thing I have found an issue – when I introduce an NPC, I dont’ always know if that character will be a one time character, or somehow become ongoing. As such, I’m really bad at taking notes on them beyond the motivation in the back of the DW book (love that btw).

    Functionally, how do folks take those notes on their NPCs? (granted, a broader topic than Will P’s original post…)

  11. Notecard, write the name, put down details as they come up relevant to the PCs. usually helpful for everyone so they can remember “why don’t we want to kill this guy?”

  12. Notecard, write the name, put down details as they come up relevant to the PCs. usually helpful for everyone so they can remember “why don’t we want to kill this guy?”

  13. Try coming up with keywords or an inspiration before you make the voice. I keep making strange voices, but then I don’t know how to describe them so future me can remember and replicate.

  14. Try coming up with keywords or an inspiration before you make the voice. I keep making strange voices, but then I don’t know how to describe them so future me can remember and replicate.

  15. As far as taking notes, I think index cards are your best friend there.

    I do try to transcribe them into OneNote later but I’m pretty bad about keeping up with that.

  16. As far as taking notes, I think index cards are your best friend there.

    I do try to transcribe them into OneNote later but I’m pretty bad about keeping up with that.

  17. My tip: don’t impersonate celebrity voices you can actually do really well. The only thing worse than a terrible Christopher Walken impression is an NPC who distractingly sounds exactly like Christopher Walken.

    You want a distinctive timbre and cadence for the character rather than a stunt-casting cameo.

  18. My tip: don’t impersonate celebrity voices you can actually do really well. The only thing worse than a terrible Christopher Walken impression is an NPC who distractingly sounds exactly like Christopher Walken.

    You want a distinctive timbre and cadence for the character rather than a stunt-casting cameo.

  19. I haven’t figured it out yet. I can do voices, sort of, but they’re just spur of the moment things. I’ve been toying with the idea of creating a soundboard of very short clips of myself doing each voice. For my online game, I could click the character, hear 5 seconds of the baseline voice and go from there. It might still be unwieldy, but perhaps I can make it work.

  20. I haven’t figured it out yet. I can do voices, sort of, but they’re just spur of the moment things. I’ve been toying with the idea of creating a soundboard of very short clips of myself doing each voice. For my online game, I could click the character, hear 5 seconds of the baseline voice and go from there. It might still be unwieldy, but perhaps I can make it work.

  21. I am right there with Mischa Krilov . For me, catchphrases are the key. They are pretty easy to remember, and when you repeat them to yourself a few times, you are transported back to the voice. “Throw another shrimp on the barbie!”

  22. I am right there with Mischa Krilov . For me, catchphrases are the key. They are pretty easy to remember, and when you repeat them to yourself a few times, you are transported back to the voice. “Throw another shrimp on the barbie!”

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