Characters

Player Interactions

GameMastery Guide, page 69

One of the great things about roleplaying games is that they tend to bring together a wide variety of players, each with his or her own unique passions, play style, and traits. This witch’s brew of personalities can create some truly memorable game experiences, with each player adding her own flavor to the game. Like a world-class chef, it’s the GM’s job to manage these game elements—stirring one pot while another simmers—to create a game experience that leaves all players breathless in anticipation of the next session.

It’s important for GMs to accept that all of these different personalities make a campaign better. While some types of players are more difficult to handle than others, each has his own role to play on the grand stage that is the campaign, and working with each can help you improve as a GM.

This section details 14 different and archetypal player personalities, along with the challenges and preferences they might exhibit. While this list does not cover every type of player, it gives enough of an overview for GMs to recognize these stereotypes as they manifest during the game and have a good idea how to interact with them. Don’t be surprised if the same player exhibits multiple traits; gamer psychology is just as complex as any other, and people are frequently a dash of this and a pinch of that. Though it’s important not to pigeonhole your players, many people will tend to have certain specific habits that cast them more into a particular category than another. This section is intended to help you interact with potentially frustrating player types in a manner that is fun and productive for you and them.

Recognize that labels can be a negative, and that you shouldn’t casually assign one of these personality types to a player, nor even mention your mental designations unless you’re sure the player will take it with grace and not see it as dismissal or name-calling. You may find that some players freely embrace their type (“I strictly adhere to the rules; I guess that makes me a rules lawyer”), while others have a different conception of their behavior, or believe they are much too psychologically complex to ever fall into a particular category (“I am not a diva! I’m just keeping the game interesting!”). Use your best judgment when discussing these archetypes with your group.

The GM’s role is to ensure fun for all, not to force everyone to march in lockstep toward the next page of the adventure. The quote by the Greek playwright Aristophanes that begins this section alludes to the challenges that await you as you lead your group toward its next great adventure. Just as the crab eventually finds its way back to sea, so too will players embark on fun-filled evenings of epic quests and daring-do. The GM should allow them to zigzag their way from one encounter to the next by playing the way

—Aristophanes

they like to play, even if their course seems surprising or inefficient compared to the one you expected.

Player motivations can be a tricky thing to manage. In order to keep things running smoothly, you may need to embrace some of your “problem player’s” desires, which can mean extra work coming up with new rules systems for economics or extra sessions to make the needy player feel like he has a chance to shine. Whenever possible, work with your players and embrace their quirks as what they likely are—enthusiasm for the game you both enjoy. Your experience will be the better for it.

Dangerous Combos: As you assess the composition of your gaming group, take special note of potentially explosive combinations. The GM serves as referee between players, especially when their motivations place them in diametrically opposed roles, so if you see trouble brewing, try discussing with your players how they would like to handle the situation ahead of time, before people have gotten heated. (Some of these potentially problematic combinations are mentioned on the following pages.) Also, if you have particular pet peeves or anticipate issues before a game begins, you may want to talk with your group ahead of time, so they can be mindful of their own tendencies and take care to sidestep potential issues.

Know Your Group: There’s a difference between being a Game Master and mastering the role of the GM. The more experienced you are and the better you know your players, the less apt you are to need the advice on the following pages. Remember that this advice doesn’t take the individual quirks and preferences of actual players or groups into account, so you should always feel free to make any adjustments and changes that are best for the game. It’s your campaign and world, and you’re the one to judge what works and what doesn’t. And of course it’s possible that you might even fall into one of these categories yourself, in which case dealing with a particular archetype might not seem like a problem.

Respect: Although the GM controls many aspects of the game, one thing she can’t control—and shouldn’t attempt to—is the players. Tailoring the game to better suit the players shouldn’t feel subversive or manipulative. Ideally, everyone at the game table is there to have a good time and a GM should make clear her attempts to minimize conflicts and improve the game for everyone. Players should also take responsibility—the more they respect and understand each other, the less the GM needs these suggestions.

In this section

  • Antagonist No prudent antagonist thinks light of his adversaries.
  • Continuity Expert Things alter for the worse spontaneously, if they not be altered for the better designedly.
  • Diva My life is a lovely story, happy and full of incident.
  • Entrepreneur A person is born with a liking for profit.
  • Flake They whose guilt within their bosom lies, imagine every eye beholds their blame.
  • Glass Jaw The weakness of the enemy makes our strength.
  • Loner He who would do great things should not attempt them all alone.
  • Lump As long as you’re enthralled by a lifeless form, you’re not free.
  • One-Trick Pony We are what we repeatedly do. Excellence, then, is not an act, but a habit.
  • Multitask Master The true art of memory is the art of attention.
  • Power Gamer Nearly all men can stand adversity, but if you want to test a man’s character, give him power.
  • Rules Lawyer The strictest law often causes the most serious harm.
  • Tagalong You wish to multiply yourself tenfold, a hundredfold? You seek followers? Seek zeros!
  • Thespian I love acting. It is so much more real than life.