Finding your roleplaying style

Interesting how every single one of them reads as... uncomplimentary. Are you intending this to be a gripe session?

Just what I was thinking. Makes me wonder, does the original poster think that list is comprehensive? If so, why bother running a game at all?
 

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Most of the players I met fall into this category:

Chatters: These are players who simply use a roleplaying game as an excuse to get together with other people and chat about things they think are interesting... things like movies, politics, relationships, etcetera. They spend about half the evening actually playing, but the other half of the time they are socializing instead.
Sure these people often bring drinks or snacks to share with everyone, and they sometimes tell really amusing anecdotes, and of course they actually care about what's happening in the lives of other players. And they are usually outgoing. but if I wanted to hang out with these "chatters" I'd probably just get friends instead.
I don't think these players actually care a whole lot about the plot or the rules or the dice... as long as everyone at the table is having fun, these "chatters" seem to be satisfied.
Unfortunately, almost everyone I play with falls into this trap at one point or another.

EDIT: Crap, I missed "Seekers" above. Never mind this post... th Chatters are nothing more than "seekers"
 

Interesting how every single one of them reads as... uncomplimentary. Are you intending this to be a gripe session?

Posted these on another forum, but here are some positive types:

The Character Actor: This type of player puts a lot of effort into developing his character's personality and into performing that personality at the table. At their worst they can veer into drama queen territory, at their best they add life to the party and encourage role playing all around.

The Diplomat: This type of player strives to keep the party intact and helps alleviate conflict between other players in the group.

The System Genius: This guy isn't a min/maxer or rules lawyer (though he could be if he wanted to), but rather someone who uses his knowledge of the rules to benefit the game as a whole. Basically he can be trusted by both the GM and players to site rules without having to look them up (and to do so in an objective way).

Personally I encounter way more players who add to the game than players who take away from it. In fact it has been some time since I've encountered a disruptive player.
 

"Sandboxers," proactive players and adventurers who don't sit around on their haunches waiting for the 'plot' to arrive.

Referee: " . . . is seeking caravan guards for protection from bandits on the road to . . . "

Player 1: "Bandits? Hey, let's clear out the bandits and start charging the local merchants for protection to keep the road open."

Player 2: "We can plunder the occasional caravan ourselves, so they're reminded how dangerous the road can be."

Player 3: "Are there some ruins around we can clear, to set up a stronghold?"

Player 1: "We should look at getting one of the local temples on our side, maybe donate an idol or build a shrine or something."

Player 3: "And we need to locate a reliable fence somewhere, which means getting to know the local thieves' guild."

Player 2: "'Get to know' the guild? Why not just take it over?"

Referee: *stares at pages 2 through 126 of the adventure path clearly no one is interested in*
 



Nice offensive opening. Call Pathfinder players 3tards and compare 4e to a board game

Neither of which I did in my OP. In fact, I didn't mention any game systems at all. If you happen to feel that way about those games though, be my guest...

Your post (and the OP) lacks WoW / Diablo references for the true coup de grace. :D

It lacked 4th Ed. and Pathfinder references too.
 


"Sandboxers," proactive players and adventurers who don't sit around on their haunches waiting for the 'plot' to arrive.

How is this different the what the OP calls breakers.

The GM sat down at the table with a module. I'm going to assume he told the players he was running a prepared adventure. The players then go and not just actively ignore the plot hook, but decide to actively destroy the setting and premise.

Now, if the GM didn't set the simple expectation of "This is a pre-published module. Please engage with the elements presented." then, frankly he messed up. Same if he didn't specify that you're playing heroes, not criminal scum. Etc.
 

How is this different the what the OP calls breakers.

The GM sat down at the table with a module. I'm going to assume he told the players he was running a prepared adventure. The players then go and not just actively ignore the plot hook, but decide to actively destroy the setting and premise.

Now, if the GM didn't set the simple expectation of "This is a pre-published module. Please engage with the elements presented." then, frankly he messed up. Same if he didn't specify that you're playing heroes, not criminal scum. Etc.

I think it's very different than breakers. Breakers are looking for a way to just kill the game from how I understand the OP.

The sandboxers are using their characters to drive the story and being proactive instead of reactive.

I 100% understand the idea behind prepublished modules. However, I would find it quite strange if I attempted an action and the DM's response was "sorry, that's not part of the script, so you can't do it."

As a DM I'd say I heavily favor the sandbox style. As a player, I'm not really sure. I'd say my answer might change depending upon what system I'm playing.
 

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