Interacting with the Voice
The Voice for Game/Story
Using the Voice is one of those amorphous elements that can add some kind of dressing to a setting or campaign. It’s a pretty obvious maguffin to use, the “distant voice as friend or foe” — and really this is all just an excuse to create a character based on Doctor Who’s final form, The Veil.
I think entities like this are fun to incorporate into a fantasy campaign, as long as they aren’t overused. The Voice should show up rarely, mysteriously, randomly…and impart things that are helpful and equally harmful at different intervals.
It isn’t necessarily important if the Voice serves good intentions or bad ones, as long as everyone has fun with the mystery. You should decide before the campaign ends which it is, but the implied temporal loop should be enough to cover the actual truth: The Voice speaks from different times, in double speak, because it is communicating from different time periods itself. So it is both protagonist and antagonist of its own intentions.
If that makes sense.
I’ll come back to The Voice in a future post, addressing some mechanical ways to make it a part of your game. I think it has potential. I really appreciate Perplexing Ruins letting me use their art for this post as inspiration, and David Ellis for creating the piece of art of the floating head for me.