Towards a voice design tool to support game masters of tabletop role-playing games

  • Tabletop role-playing games (TTRPGs) are collaborative storytelling experiences in which a human facilitator, the Game Master (GM), prepares and runs sessions while portraying non-player characters (NPCs), often through improvised voice acting. Creating distinct and consistent character voices can be challenging, especially in long-running or complex narratives, which motivates the need for supportive tools. To explore how voice design tools could support GMs in this context, we conducted a formative online survey among GMs and players (32 participants with GM experience and 28 participants who primarily played), designed a web-based voice design prototype called NPVoice, and evaluated it in five semi-structured interviews with experienced GMs. Our findings show that voice design tools are particularly promising for preparation-heavy use cases and static texts such as speeches, while being less suitable for dynamic in-game dialogue due to interaction and generation delays. At the sameTabletop role-playing games (TTRPGs) are collaborative storytelling experiences in which a human facilitator, the Game Master (GM), prepares and runs sessions while portraying non-player characters (NPCs), often through improvised voice acting. Creating distinct and consistent character voices can be challenging, especially in long-running or complex narratives, which motivates the need for supportive tools. To explore how voice design tools could support GMs in this context, we conducted a formative online survey among GMs and players (32 participants with GM experience and 28 participants who primarily played), designed a web-based voice design prototype called NPVoice, and evaluated it in five semi-structured interviews with experienced GMs. Our findings show that voice design tools are particularly promising for preparation-heavy use cases and static texts such as speeches, while being less suitable for dynamic in-game dialogue due to interaction and generation delays. At the same time, participants highlighted the potential of such tools to support player immersion and identified desirable features such as accents, monster voices, randomizers, and improved voice controls. Taken together, our work contributes an initial design exploration of voice design support for GMs and provides concrete implications for future design and research.…show moreshow less

Download full text files

Export metadata

Statistics

Number of document requests

Additional Services

Share in Twitter Search Google Scholar
Metadaten
Author:Laura Kanschat, Johanna KuchORCiDGND, Daksitha Senel Withanage DonGND, Niklas HeimerlORCiD, Silvan MertesORCiDGND, Elisabeth AndréORCiDGND
URN:urn:nbn:de:bvb:384-opus4-1339081
Frontdoor URLhttps://opus.bibliothek.uni-augsburg.de/opus4/133908
ISBN:979-8-4007-2318-6OPAC
Parent Title (English):ICMI '26: proceedings of the 28th International Conference on Multimodal Interaction, Napoli, Italy, October 5-9, 2026
Publisher:ACM
Place of publication:New York, NY
Editor:Silvia Rossi, Anna Esposito
Type:Conference Proceeding
Language:English
Year of first Publication:2026
Publishing Institution:Universität Augsburg
Release Date:2026/10/15
First Page:477
Last Page:485
DOI:https://doi.org/10.1145/3776574.3831159
Institutes:Fakultät für Angewandte Informatik
Fakultät für Angewandte Informatik / Institut für Informatik
Fakultät für Angewandte Informatik / Institut für Informatik / Lehrstuhl für Menschzentrierte Künstliche Intelligenz
Dewey Decimal Classification:0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik
Licence (German):CC-BY-NC-ND 4.0: Creative Commons: Namensnennung - Nicht kommerziell - Keine Bearbeitung