What kind of TTRPG player are you?
Do you examine each wall for hidden traps, or crouch next to the dying scout because your character would never leave him? Would you like an entire world to discover, or a pen to help create it? 30 prompts map you along six axes and match you to one of 8 player styles. Then you'll see the GM style that suits you best, and the one to speak with first.
Run games as well? Take the GM style quiz and see what you're like behind the screen.
30 prompts, about 5 minutes. Answer based on how you truly play, the version of you the rest of your party would describe.
- GoalBeat the odds or Feel the story
- EdgeMy wits or My sheet
- StanceInside my character or Above the story
- StakesNothing's safe or Death when it matters
- WorldFind what's there or Help make it
- SpotlightDrive the action or Play off others
This is a tool for self-reflection, built on published play theory and player advice. It makes no claim to laboratory testing. Your answers, scores, Part 3 picks and Session Zero kit remain stored locally within your web browser. Our analytics count which player style you got, which way you leaned on each axis and which buttons you pressed, never your answers.
The 8 player styles
- The Dungeon DelverOld School Renaissance (OSR). Your wits against the dungeon. Bring a ten-foot pole.
- The StrategistTactical Neo-Trad. The build's a puzzle, and the fight's the payoff.
- The Questing HeroTraditional (Trad) play. Bite the hook, and play the hero to the end.
- The ProtagonistNeo-Trad play. Bring the backstory. Expect it to come back for you.
- The Co-AuthorStory games. Share the pen, and make your friends look great.
- The InhabitantNordic LARP. Live in the scene, and play to lose.
- The Freeform AdventurerFree Kriegsspiel Renaissance (FKR). No rules to learn. Say what you do.
- The RealistWorld simulation (simulationist). The world has physics. Your character has to survive them.
Glossary
- Bleed
- Emotion crossing between player and character, whichever way it goes. Narrowly, a risky blur of the two.
- Creative agenda
- What a group does together during a session or for the entire campaign. Ron Edwards, 2001.
- Fan mail
- When you love a moment from another player, you give that player a token. From Primetime Adventures (2004).
- FKR
- Free Kriegsspiel Renaissance. Most rules come from the referee's judgment. Your character sheet holds a few lines and some equipment.
- Knives
- A Tie, a Fear, an Obligation and a Secret are hooks given to the GM to use on your character.
- 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.
- OSR
- Old School Renaissance: classic dungeons, modern player-facing design. Players rely on their skill, referees on common sense, failure earns information.
- Player skill
- Solving problems using observation and description before consulting your sheet. "Player skill over character skill" is Matthew Finch's OSR slogan.
- Plus-One rule
- In another person's moment, add one element to it, and give it back to them.
- Script Change
- Film controls such as Pause or Fast Forward used for turning boundaries into edits. Beau Jágr Sheldon, 2013.
- Session zero
- A pre-game meeting where everyone sets expectations and limits, and often builds characters together.
- Stars and Wishes
- A closing ceremony: each participant says something they liked (the star) and something they want more of (the wish).
- Steering
- To make an out-of-character decision and after the fact rationalize it with an in-character explanation. Montola, Stenros and Saitta, 2015.
- 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", Robin D. Laws's player types, Mary Kuhner and John H. Kim's threefold, Ron Edwards's creative agendas and his lines and veils, Matthew Finch's Quick Primer for Old School Gaming, Markus Montola, Jaakko Stenros and Eleanor Saitta on steering, Emily Care Boss on bleed, Ben Milton's player duties, John Stavropoulos's X-Card, Beau Jágr Sheldon's Script Change and Ginny Di on romance.
