Workflow

D&D Campaign Audio

A campaign generates more story than anyone has time to capture. Prepared NPC lines make sessions better; dramatised recaps keep players in the world between them; and the best scenes deserve to exist as audio rather than as a memory.

Why this works here

The set pieces land

A villain's speech, a prophecy, a god speaking — the moments you wrote in advance are the ones that benefit from a prepared voice. Everything improvised stays yours, and should.

Recurring NPCs stay recognisable

Players remember the blacksmith because he sounds like the blacksmith. Over a two-year campaign, a stored voice per NPC is the difference between a world and a series of scenes.

Recaps get people back into the story

A five-minute dramatised recap between sessions does more for engagement than any written summary, and it is the single highest-value thing a busy dungeon master can produce with this.

Highlights become something shareable

The scenes your table still talks about can become a proper audio drama — cast, directed and mixed — rather than a recording of four people and a dog barking.

Voices that suit this kind of work

Bram

Bram

Tavern keeper and accidental quest giver

malesenioren-GBdndwarm
Mabel

Mabel

Village witch, more herbs than hexes, very tired of adventurers

femalesenioren-GBwitchfantasy
Torvald

Torvald

Knight commander who gives orders that men actually follow

maleadulten-GBheroicfantasy
Delphi

Delphi

Oracle who answers the question you should have asked

femaleadulten-GBmysticfantasy
Grit

Grit

Monster with a chest cavity the size of a bus

maleadulten-USmonsterdeep
Ashford

Ashford

Velvet-voiced villain who apologises before he ruins you

maleadulten-GBvillainsmooth
Orrin

Orrin

Old man on a porch who remembers the flood

malesenioren-USseniornarration
Seraphine

Seraphine

Court princess whose politeness is a weapon

femaleyoung-adulten-GBroyalfantasy

Browse the whole library →

How to do it

  1. List the NPCs the party will actually meet

    Recurring characters and the session's set pieces. One-off guards do not need preparation.

  2. Write the lines you can write in advance

    Quest hooks, greetings, the villain's monologue. Improvisation is still your job and should be.

  3. Cast and card each NPC

    Three to five genuinely distinct voices beats twenty similar ones. Save each as a card so they persist across the campaign.

  4. Render before the session

    Generate ahead of time and organise the files by NPC. Fumbling with a tool at the table costs more than a bad voice ever does.

  5. Edit the recap hard

    A four-hour session becomes five minutes. The editing is the craft; the rendering is the easy part.

  6. Export and share with the table

    Post the recap where your players already talk. It is the cheapest engagement tool a campaign has.

Preparation is the part that scales

Running a tabletop campaign is mostly improvisation supported by a small amount of preparation, and the preparation is where quality compounds. A prepared villain speech is remembered for months; an improvised one is fine and forgotten. The same is true of voices — the dungeon master who has two or three consistent NPC voices is remembered as good at voices, regardless of range.

Generated audio extends preparation rather than replacing performance. It is the equivalent of printing a battle map or writing a handout: something made before the session that makes the session better, with no effect on how you run the table.

Recaps are the underrated use

The gap between sessions is where campaigns lose momentum. Two weeks pass, people forget what happened, and the first hour of the next session is reconstruction. Written recaps help and are rarely read; audio recaps are listened to, because they fit into a commute.

A five-minute dramatised recap — narration over the key beats, with NPC lines in their own voices — is the highest-return thing on this page. It takes perhaps forty minutes to write and render, and it changes how a campaign feels between sessions. Keep it tight: the temptation to include everything is what makes recaps unlistenable.

Turning a campaign into a drama

Actual-play audio is a large and growing format, but recordings of real sessions are hard listening — four hours, crosstalk, dice, long rules discussions. The productions that find audiences are heavily edited or scripted after the fact.

Adapting is more work than recording and produces something an order of magnitude better. Take the scenes that mattered, rewrite them as a script, cast the players' characters and the NPCs, and render twenty minutes. The result is an audio drama drawn from your campaign, which is a thing people will actually listen to.

Keep the table human

One caution worth stating. The value of a tabletop game is that people are in a room making things up together. Anything that adds a screen between the dungeon master and the players costs more than it gives, however good it sounds.

The right place for this is before and after the session — never during, except for a prepared moment you press play on. The best campaigns using it are indistinguishable at the table from campaigns that are not, which is exactly the point.

What to record from a real session

If you intend to make anything from your campaign later, record the sessions — but record them knowing that raw session audio is nearly unusable. Crosstalk, dice, rules arguments and four hours of runtime make for a recording that only the people present will ever listen to.

What the recording is genuinely good for is reference. Six weeks later, when you are writing a recap or adapting a scene, having the actual words people said is worth far more than your memory of them. Treat it as notes rather than as content, and the value becomes obvious.

A single microphone in the middle of the table is enough for that purpose. Do not buy equipment for this until you have actually produced something twice.

Adapting a session into something listenable

Adaptation, not editing, is what turns a session into audio anyone will hear. That means writing a script from what happened: choosing the two or three scenes that mattered, compressing the rest into narration, and giving the characters lines rather than transcribing what the players actually said.

Twenty minutes of adapted audio from a four-hour session is a good ratio. It respects the listener, it fits inside a sensible plan allowance, and it produces something a player can share with someone who has never played the game — which is the real test of whether an actual-play adaptation worked.

The one thing to preserve exactly is the funny bit everyone quotes. Those survive adaptation and they are why anyone listens.

What it costs

Free

$0 / month

Enough to finish a short scene and hear what your script sounds like cast.

  • 10,000 characters every month — the quota resets, it is not a one-time trial
  • 2 cast members per project
  • 5 minutes of finished audio
  • Exports carry a short CastDub watermark
Start free

Studio

$29 / month

For serialised work: long-running dramas, audiobooks, dubbing pipelines.

  • Unlimited cast members per project
  • 200 minutes of finished audio a month
  • Line-by-line emotion control
  • Multitrack and stem export (one WAV per character)
  • 3 voice clone slots
Choose plan

Team

$69 / month

For a studio where a writer, a director and an editor touch the same project.

  • 5 seats, shared projects and shared character cards
  • 500 minutes of finished audio a month
  • 10 voice clone slots
  • Priority rendering queue
Choose plan

Full comparison →

Frequently asked questions

Should I play generated lines live at the table?

For prepared set pieces, yes — it works well and players enjoy it. For anything responsive, no. The pause while you type breaks the scene far more than an imperfect voice does, and momentum matters more than polish in a live game.

How much should I prepare?

Less than you want to. Three to five recurring NPC voices and one set piece per session is about the ceiling for sustainable prep. Preparing more usually means preparing worse.

Can I turn a whole session into an audio drama?

You can, but a four-hour session is far more audio than any plan covers and more than anyone will listen to. Adapt the highlights — twenty minutes of the best scenes, rewritten as a script, is genuinely listenable where a transcript is not.

Does this work for other systems?

Nothing here is D&D-specific. Any tabletop game with prepared non-player characters benefits identically, and horror and investigation systems arguably benefit more because atmosphere carries more of the play.

Can players use it for their own characters?

Yes, and it is a nice touch for a player who wants their character to have a voice for recaps or for a character introduction. It is also a good use of the free plan.

Which plan fits a weekly game?

Free covers a handful of prepared lines per week. Creator makes sense once you are producing recaps, since a five-minute recap weekly is about twenty minutes a month before any NPC lines.

Cast your first scene tonight

Paste a script, let CastDub assign a voice to every character, and export a finished drama.

Create for free

No credit card. Free plan renews every month.