It lacks simplicity. 16 styles are way too much. Then 8 types of fun, when its more normal to have just 4, makes it even worse.I've been thinking about this topic a bit too much. I ended up creating a language that I hope can bridge that gap so we can understand each other's playstyles. Would be genuinely curious to hear your thoughts on this, or potentially what it's lacking.
Player Archetypes: The 16 TTRPG Personality Types
A compatibility system for D&D players and GMs built on real psychology, not vibes.astroartificer.com
Also it shows 1 typical problem: GMs overcomplicating things and think one can solve things with discussion, which can also be a reason why people bump off. (Seen in my most recent campaign again).
In the end it will always be a tradeoff to form a playgroup. And part of the tradeoff is "how much unneeded discussion do you tolerate", so any system to help with other parts of the tradeof need to be as simple and light as possible.
Thats why having a short clear outlined campaign helps so much. "Hey we play this premade adventure together its about X, players need to Y, and it takes 12 sessions".
People know here what to expect, buy in to it, and since its limited time may even try something they normally would not. And not much discussion needed at all.






