Joshua Randall
Legend
Edit -- please vote regarding your personal player traits, not the traits of other players.
The Dungeon Master's Guide II has a section (p. 8 ff.) on Player Traits and Incentives -- "particular emotional impulses that give your players a sense of reward." I thought it would be interesting to see how the people of EN World rate themselves.
Brief explanation of each:
Accumulating Cool Powers -- appeals to one of the most reliable human motivators: ambition; "power-gamers".
Kicking Butt -- the simplest, most primal fantasy of vented frustration: laying a thrashing on a horde of deserving bad guys.
Brilliant Planning -- hope to be rewarded for clever, careful play, in which the group gains maximum advantage while exposing itself to minimum risk; [often] historical or military buffs.
Puzzle Solving -- not only the opportunity to demonstrate one's cleverness, but also our deeply rooted impulse to make patterns out of apparent randomness. ["Puzzles" also encompass mystery stories, here.]
Playing a Favorite Role -- many players like to play the same type of character over and over.
Supercoolness -- the fantasy of being icy cool and in command [like James Bond].
Story -- the game is like a movie or television show, but one in which they're taking part in the story.
Psychodrama -- want to explore the psychology of their characters from the inside out.
Irresponsibility -- fantasize about being able to flout authority and live by their own rules.
Setting Exploration -- linger in fascination over large-scale maps; chomp at the bit to head off to the far corners of the world.
The Outlier -- get their charge by subverting [the typical PC group] dynamic; revel in being different; love to play oddballs.
Lurker -- show up and participate to a degree, but don't distinguish themselves; might attend your games chiefly because the rest of their friends are there.
The Dungeon Master's Guide II has a section (p. 8 ff.) on Player Traits and Incentives -- "particular emotional impulses that give your players a sense of reward." I thought it would be interesting to see how the people of EN World rate themselves.
Brief explanation of each:
Accumulating Cool Powers -- appeals to one of the most reliable human motivators: ambition; "power-gamers".
Kicking Butt -- the simplest, most primal fantasy of vented frustration: laying a thrashing on a horde of deserving bad guys.
Brilliant Planning -- hope to be rewarded for clever, careful play, in which the group gains maximum advantage while exposing itself to minimum risk; [often] historical or military buffs.
Puzzle Solving -- not only the opportunity to demonstrate one's cleverness, but also our deeply rooted impulse to make patterns out of apparent randomness. ["Puzzles" also encompass mystery stories, here.]
Playing a Favorite Role -- many players like to play the same type of character over and over.
Supercoolness -- the fantasy of being icy cool and in command [like James Bond].
Story -- the game is like a movie or television show, but one in which they're taking part in the story.
Psychodrama -- want to explore the psychology of their characters from the inside out.
Irresponsibility -- fantasize about being able to flout authority and live by their own rules.
Setting Exploration -- linger in fascination over large-scale maps; chomp at the bit to head off to the far corners of the world.
The Outlier -- get their charge by subverting [the typical PC group] dynamic; revel in being different; love to play oddballs.
Lurker -- show up and participate to a degree, but don't distinguish themselves; might attend your games chiefly because the rest of their friends are there.
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