I surveyed 200+ TTRPG players on what they wanted from a game. Here's what it taught me about campaign longevity.

AstroArtificer

Explorer
I set out to find out what players think about this question. I've been building a player personality quiz for TTRPGs (Think Myers-Briggs, but for what kind of player you are), and I've been collecting data over the last month. Wanted to share some interesting trends that showed up in the results.

I've been enjoying some really good conversations here on ENworld about why campaigns fizzle and what makes them stay together. To study that, I framed tables failing in my quiz as a problem where the wrong people showed up to play the game, and I waited to see who showed up. When I broke down the results, I saw which players really cared the most about campaign health. Two major patterns showed up.

TTRPG Archetype Results as of 32626.png

Observers care the most. IAPSp, or Observers, make up 15.2% of all responses. They're the ones who spend copious amounts of time processing the deaths of their favorite NPCs. They are the ones who self-reflect on whether or not their character is living out their vision for them. And, they feel it the worst when the campaign falls apart. They are likely to self-select and leave a party, blaming themselves.

Meaning makers overwhelmingly care about campaign longevity. ~44.3% of the players who filled out the survey were Abstract + Person archetypes. This is reflected in the top 3 types: Observers-IAPSp (15.2%), Storytellers-EAPPl (12.2%), and Improvisers (11.8%). The game is a vessel for something larger. For themes, stories, and emotions bigger than themselves. The campaign exists to be felt, which is why it feels devastating to these players to have a campaign fizzle.

It's obvious once you think about it. Duh. For these players, the campaign is the relationship. Ending it early feels more like a breakup than it does a game. So, of course, they care more.

The flipside is worth talking about, too.

Mechanics-focused players (32.5%) showed less investment in campaign longevity on average. These include your Wargamers (EAMPl), Optimizers (IAMPl), Rules Lawyers (IAMSP), and Instigators (EAMSp). I think these players get a bad rap as "problem players", but I think the conversation often goes wrong (and hostile).

These players aren't less committed. In fact, they're super dedicated to their style of fun. That dedication is what causes problems. For example, an Optimizer loves to theory craft builds. They actually love it when a campaign ends, because it gives them a chance to build a new character. When tables end, they just make a new character and continue on.

It's not a character flaw. But it is an issue when that player ends up at a table where people see losing a campaign as losing a relationship. The worst part is that these players are unaware of why everybody is upset.

So the question shouldn't be "is this a problem player?", which I know people are quick to say. It should be "are they at the right table?". Throw a table of Wargamers into a gritty tactical campaign with rotating one-shots, and they'll love it. But drop that same player into a long-form emotional narrative campaign, and you'll see how quickly that table becomes incompatible.

The Mechanical players who did fill out the survey were typically more casual than People players, which meant that their level of emotional investment was lower. To them, a session is meant to be easy fun. It signals that on the other side of the coin, there is a group of mechanics-focused players who probably feel really frustrated at not being able to find a group that plays the way they do. The problem really wasn't them, but the fact that they were at the wrong tables.

So here's my question to you. What have y'all experienced? Do your "problem player" horror stories tend to cluster around certain playstyles? Do you think that the longevity investment gap is really about people vs mechanics orientation, or something deeper is happening?

Edits:
After getting more responses, I wanted to include an updated graph with a legend to better communicate the data. The increased responses also shifted the graph in different ways, so I have changed some of my initial conclusions. For more context on the Player Archetype system, please read that link.
 
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I have to say, I'm immediately skeptical when I see that "Improvisation" is conflated with "Yes, and".

Within the TTRPG hobby, improvisation takes many forms, while "Yes, and," normally refers to a particular style of task resolution. The survey may well account for this difference, but if and how it does is not shown in the OP.
 

I have to say, I'm immediately skeptical when I see that "Improvisation" is conflated with "Yes, and".

Within the TTRPG hobby, improvisation takes many forms, while "Yes, and," normally refers to a particular style of task resolution. The survey may well account for this difference, but if and how it does is not shown in the OP.
I suspect that for most people who have never actually trained in improvisation, the term 'Yes, And' has become merely a shorthand for what it means to improvise, even though (as you say), it's really only one specific use-case in the improvisor's toolbox. The same way people who aren't full roleplaying gamers will use the term 'D&D' as a synonym for 'RPG', even though it's not. So I think we usually should cut those folks a little slack more often than not, when they don't use the terminology as precisely as it is meant to be used.

They're at least trying! :) That's more than we can say about a lot of people!
 

How about flipping the script and asking people about finding the right game system? The problem I see isn't a lack of players or GMs trying to find the right people. It's trying to find the right game that tries to meet their actual needs.

We have too many games now trying to be everything to everyone, trying to grab as much of the market for themselves. That's all fine and dandy for someone's profit margins, but it conveniently offloads the responsibility of "selling" your personal game or campaign to a broader audience that has completely different ideas and expectations of what the game is, or how it should be played.

Roleplaying Games touch a very large spectrum of gaming styles and preferences. You can get 10 people in a room who say they love RPGs. But ask them what kind of RPGs they like best, or what they love most about them, you'll end up with 25+ wildly different answers. This person is an Actor who only plays Brand A, while this person is an Optimizer who playss to beat everything, and this other person prefers anything but Brand A, but can only play on Tuesday nights from 6pm-8pm, etc.

Some people will celebrate that as a win, or some kind of joyous moment of unity. These people are not the ones who will ever take the next step, which is the crux of this dilemma: build a group from those 10 wildly divergent profiles who are not on the same page (or book) as everyone else. The real question is why are these people in the same room in the first place?

Generally speaking, RPGs have always been presented as a lifestyle hobby. There may be some exceptions, but this is the common perception we see in the most popular (or popularised) brands. There is a promise that each game is uniquely yours, and you can do what you want with it. And the adventure never ends!

What they assume is that you'll have friends who are willing, interested, available, and committed to share this game with you for hours and weeks and months and years because the end is worth the effort! Your character will be better, stronger, and accomplished for fulfilling their destiny (or at least the destiny prescribed by the pre-written adventure they finally finished). And... if they finish in time, they can begin the next new shiny adventure path or campaign that everyone is excited about!

Let's talk about that "effort" for a moment. Make no mistake. RPGs require a lot more effort than most other types of games. I'm not saying it's hard, or not enjoyable, or even expensive. But it requires commitment to learn the rules, plan ahead, coordinate a schedule, adapt on the fly, show up, stay focused, update notes, calculate everything, wait your turn, and do it consistently for months at a time. Most important, it is a group effort. If one person drops the ball or blows off in one area, someone else in the group has to pick up their slack.

I don't know that many people actually know what they want in an RPG because there really isn't that much difference in what we are given for choices. Sure, there are way more systems and brands out now and more coming out everyday. But it's essentially the same game in a different package with some new ways to roll dice doing exactly the same thing they've been selling us for the last 50 years. You still need a group to make an extended effort for a ridiculous amount of time to get the full experience promised on every cover.

The sad thing is someone could actually make the perfect game (and probably have already) for a lot of people. But if there aren't a lot of people available, aware, or simply willing to make an effort, you'll probably be sitting alone with your perfect game for a long time.

/ruffle feathers
 


So here's my question to you. What have y'all experienced? Do your "problem player" horror stories tend to cluster around certain playstyles? Do you think that the longevity investment gap is really about people vs mechanics orientation, or something deeper is happening?

I think you need not just a legend on that chart, but a full explanation of your classifications. You seem to have... 26 different classifications, which may mean you are splitting hairs in ways that can skew your interpretation.

I also think 200 people is probably too small a sample size to draw conclusions from about gamers in general, especially if they were self-selected to participate.

My experience has been that long-term-investment in a game has far more to do with people just having complicated lives with lots of demands on their time, or people just being flakes.
 

I also think 200 people is probably too small a sample size to draw conclusions from about gamers in general, especially if they were self-selected to participate.

This. Especially when considering the number of variables. ~200 people surveyed with over 20 categories of people? Seems like it's practically a guarantee that some groups must be underrepresented. I will admit it's been awhile since someone made me do the math.

Also, another problem with the graph: what the heck is the X axis? No label? No numbers? Are the lowest categories sitting at 0 or 1? Is the max 100% or 10 people? Is it linear or logarithmic?
 


How about flipping the script and asking people about finding the right game system? The problem I see isn't a lack of players or GMs trying to find the right people. It's trying to find the right game that tries to meet their actual needs.
You're surfacing a great point here. I don't know if there is a perfect game system that works for everybody. But I believe that you can shape an RPG to be the right game for a group of people.

Roleplaying Games touch a very large spectrum of gaming styles and preferences. You can get 10 people in a room who say they love RPGs. But ask them what kind of RPGs they like best, or what they love most about them, you'll end up with 25+ wildly different answers. This person is an Actor who only plays Brand A, while this person is an Optimizer who playss to beat everything, and this other person prefers anything but Brand A, but can only play on Tuesday nights from 6pm-8pm, etc.
Yeah, I 100% agree with this point. The reason I built this quiz is that the friends you often play with will be a mixed bag of players who all want different things. This is worsened by the fact that people self-describe their preferences differently from their actual preferences at a table. For example, my GF thought she was a Storyteller, but she turned out to be a Writer when she took the quiz. This became clear when she told me that her character's story was more important than the emergent story from the table.

Some people will celebrate that as a win, or some kind of joyous moment of unity. These people are not the ones who will ever take the next step, which is the crux of this dilemma: build a group from those 10 wildly divergent profiles who are not on the same page (or book) as everyone else. The real question is why are these people in the same room in the first place?
Usually, because we are friends of circumstance. We just find people out in the wild. Planning a game around that is nigh impossible, unless you can understand deeply how those players interact with each other and the campaign itself.

What they assume is that you'll have friends who are willing, interested, available, and committed to share this game with you for hours and weeks and months and years because the end is worth the effort!
The worst part is that each of those friends is willing to be committed and available, granted that they are getting what they want out of the game. When that starts to diverge, people grow disinterested and disengage.

The sad thing is someone could actually make the perfect game (and probably have already) for a lot of people. But if there aren't a lot of people available, aware, or simply willing to make an effort, you'll probably be sitting alone with your perfect game for a long time.
You're right, a perfect game is about making something for everybody. It's about finding the select few you want to please, and shaping the game to be perfect for them.
 

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