Music, improvisation, and your games: What do you do? What could be better? Mostly, pre-recorded music from video games, films etc.Breaking that down into various categories of music:LOCATION/CULTURE - e.g. the Rivendell music in LOTREVENT - e.g. the hero uses powers for the first time; an escape scene; a boss fightMOOD - e.g. joyous victory, tragic defeat, love, fearThings harder to do at home:CHARACTER - Often adapted for context e.g. in film, Captain America picking up Thor's hammer.IDEA - a theme for the core question/subject of the campaign e.g. a theme for order and a theme for chaos; a theme for moral compromise...Some questions about music:- Should music be from the time period (e.g. medieval stuff for fantasy) or anachronistic (e.g. heavy rock) or filmic (e.g. big orchestral sweeps). Worth noting that a lot of 'genuine' medieval music comes from an absurdly broad sweep of time, much like many things claimed to be 'true' medievalism.- Pre-recorded music often carries certain issues e.g. Orientalism, Eurocentrism. How do we avoid it?- Resources an issue for people - easy enough to play pre-existing tracks, but takes more to make music for a game. Electronically synthesise tracks?- Pre-recorded music usually allows people to have more developed music - but equally means it's less responsive to what's happening in-game.- Live music can be more reactive, but also smaller (and, obviously, not for a home game). In a live show, should it be participatory?Music can be used for worldbuilding, if thought put into it.