Nat Handsome Games

What kind of Game Master are you?

Do you fudge rolls, or let the dice kill whoever they kill? Do players build the world with you, or discover yours? Thirty quick calls place you on six axes and match you to one of 8 GM styles, plus films, actual plays and games to pitch your table.

30 prompts, about 5 minutes. Answer for how you really run games.

  • RulesBy the book or Bend for the moment
  • PrepBuilt ahead or Made up live
  • PlayTactics and logistics or Theater of the mind
  • DangerDeadly world or Heroes' story
  • AuthorshipMy world or Our world
  • SecretsBehind the screen or Cards on the table

A self-reflection tool built on published GM theory, with no lab-grade claims. Your answers, scores and Part 3 picks stay in your browser. Our analytics only count which style you got and which way you lean on each axis.

The 8 GM styles

No GM at your table?

This quiz assumes a GM, and plenty of games skip one. A GM holds three powers: the Lens (what do we see?), the Law (can I do that?) and the Living (what does the guard do?). A GM also frames, opposes, paces, adjudicates and ends.

GM-less games split those jobs between rules and table. In Fiasco you set up a scene or resolve it, never both, and Microscope says who adds what, when. Try those, The Quiet Year or For the Queen.

Solo games give them to the book: the oracle is the Lens, the procedure is the Law, the tables are the Living. Try Ironsworn, Thousand Year Old Vampire or Four Against Darkness.

Glossary

Bleed
Emotion crossing between player and character, whichever way it goes. Narrowly, a risky blur of the two.
Clock
A named circle split into 4, 6 or 8 segments. Once it fills, the named thing occurs.
Fail forward
Failure still advances the scene, with some cost. Luke Crane's phrase, from Burning Wheel.
Front
A prepared threat in the Apocalypse World style, with an impulse and a countdown clock.
Lines and veils
Boundaries set prior to play. Lines block content, and veils keep it off-screen. Ron Edwards, 2003.
Neo-Trad
Trad since roughly 2015, in two types: collaborative (shared point pool) or tactical (ability packages, rules-fluent GM).
Nordic LARP
Immersion is the point. Mechanics produce the feeling directly, like a tension tower or dying candles.
Oracle
A yes/no procedure for GM-less play, where players pick their own odds and sometimes get an unexpected twist.
OSR
Old School Renaissance: classic dungeons, modern player-facing design. Players rely on their skill, referees on common sense, failure earns information.
Session zero
A pre-game meeting where everyone sets expectations and limits, and often builds characters together.
Story games
A culture built on player authority: players call for flashbacks, successes can grant narrative control, GMs often don't roll.
Trad
The GM is a storyteller with a plot. Mechanics mostly handle combat, with the story atop them.
X-Card
Anyone at the table can use it to cut content without question. John Stavropoulos, 2012.

Credits and further reading

Based on John Bell's "Six Cultures of Play" (The Retired Adventurer), Robin D. Laws's player types, Christopher Chinn's Same Page Tool, Justin Alexander's The Alexandrian and Sandy Petersen's horror advice. For style and growth: Ginny Di, Matt Colville, Ben Milton (Questing Beast), Seth Skorkowsky, Ben Robbins and Mike Shea. Tools for safety: Ron Edwards (lines and veils), John Stavropoulos (X-Card), Beau Jágr Sheldon (Script Change) and Nordic larp.