Types of Players You Find at Your Table

So alot of people have tackled this particular thing, they've done rating systems and funny stereotypes. My hope is with this post while it still maintains my brand of humor and sarcasm that I can help prep DMs a bit for different types of players I've dealt with throughout the years. In particular the difficult ones that can cause alot of problems, tensions, and just a bad experience. I want to help the baby DMs of the world knock those problems out before they start, this doesn't mean all of these are bad types of players to have but that every type of player has its problems especially when you start stacking types together into a game. Lets just lay right into it then.

There For A Friend

Now this might be a potential TTRPG baby about to step into a whole new world and find a vast love and passion for the game. For this reason I would encourage you to make efforts to engage this player, but not to stress yourself out over it. Its also just as likely that their friend drug them here without them having much interest or even knowing what it was. They might even like TTRPGs and are just there because their friend is either super into them or is a new player themselves and in that excited spread the gospel hyper evangelical phase of things. As long as they aren't causing a disruption, making anyone uncomfortable, or negatively effecting the gaming experience for the table just leave them be. Honestly this player is kind of more likely going to act like set dressing or an NPC if they don't care about the game so not the worst by far on our list.

Power Gamer

Don't get me wrong I love a good min/max but there can be a dark side to this type of player. Making sure your party is as outfitted and ready to take on crazy monsters is never a bad thing. What can go wrong is when the Power Gamer starts to try and bully and control everything because they have to win. These types of players can sometimes lose sight of the fact that this is a cooperative game with others at the table and instead become laser focused on winning. Most of the time a mild version of this just needs a quick talk off to the side to be reminded of this. The worst of these types of players will quick suck the fun out of the game for everyone else and will most likely kill your campaign unless booted.

Beer & Pretzel

Our beloved casual players who want to just get together and have a loose fun game with friends. They don't care too much about either RPing or combat, they don't always pay close attention to what is going on. But they are having fun! These players though can cause alot of cross talk, distractions to others, and really slow the game down. A whole game or table that is a Beer & Pretzels bunch is actually a ton of fun but having one of these players at the table has to be balanced. If everyone is coming into the game wanting to dive right in and be immersed then this player can keep that from happening.

Rules Lawyer

Look I'd be the first one to tell you my memory sucks. I've also lived through, played through, and DMed through multiple versions of D&D and have played so many TTRPG that sometimes certain rule sets can meld together in my brain. As a DM my house rule is I make a decision and it stands for that moment, if it is contrary to the rules or I misremembered you can correct me WHEN IT ISN'T YOUR TURN and we will have it right moving forward. The DMs word is law because we are trying to keep the game moving and engaging for everyone. I have what I'd consider two rules lawyers at my table in a game I'm currently running on Saturdays and this is what we do. This player though can quickly turn into that "Well actually..." person that we all haaaaaaaaaate. Or turn into an even worse evolution of trying to use the rules to beat, bully, and argue their way into winning every situation. You as a DM need to cut those two versions off at the knees fast when it happens. Address it with a house rule similar to mine. Be firm in telling them that the rules even say that ultimately it is up to the DM, if they want to talk about it after or in a time where it won't stop the game then fine but for now your word is law when it comes to the game. Let them know in private that their actions are hampering the game for everyone. There is a time and place for fact checking and a way to do it that helps the group so maybe they should try that instead.

Method Actor

I happen to love the good side of these players. I personally am a really big fan of getting into characters I play to the point where it isn't JustKay making the decisions anymore its the character and JustKay is merely here to roll the dice of fate for it. Its lead to some hilarious moments in a Firefly Verse game I'm in called 'Falling Star' (we crash landish alot cause none are great pilots, to be fair though we've also had our engines sabotaged a few times). There is whoever a time when you need to pull out of that especially if your character takes a hard turn somehow and starts going against the rest of the party. As a player you aren't there to act as an antagonist or catalyst for the rest of the party. You are all there to play this game in this wonderful world set up for you. Its a co-op experience and not a narrative entertainment consumed in a group or solo like a book, movie, tv show, podcast, etc. (Well unless its an actual play podcast but that's another beast that will probably pop up in a post somewhere) At its core its a game and it should be fun for everyone and DMs need to keep an eye out for the extreme version of this kind of player. The person that falls too far down the rabbit hole of method acting sometimes just needs a little reminder of reality and a gentle pull back. Sometimes this player needs to be taken off to the side and given a real talk about how they are effecting the table. The worst version of these players are the ones who come to the table to take out things that are going on in their real life on the game and by happenstance the other players. Unfortunately at this point they have become the kind of player that you need to ask to leave the table. It might be terrible what they are going through but its not the place to do it or the way they should be dealing with that.

Conquerors

I would say what we call murder hobos would fall under this type of player. They are all about the combat and loot. Hacking, slashing, stabbing, shooting, exploding, and more. The more action packed and combat heavy a session is the more they loved it. Our more milder Conqueror just enjoys combat the most in the game and might get a little bored, possibly even zone out, during RP heavy moments. That's perfectly fine not every part of the game is for everyone. The problems start when because they are bored they start doing everything they can to turn a scene or an interaction into a combat. 'Oh we are shopping I want to kill the shop keeper and steal their money. ' or 'Ugh this conversation is taking to long I cut off a finger and tell them if they don't give us the info they'll lose a hand.' Their boredom has them forcing themselves into the spotlight by not letting everyone take part in the parts of the game they might enjoy. For this reason Conquerors and Method Actors can really butt heads both in game and as players. DMs need to help along the see-saw balancing act that these types have with each other when creating adventures and encounters.

Realists

These are the players that believe everything your game has to be plausible and have rules for how and why they work. They want things explained to them and they want them to make sense. Unfortunately this also means they can get extremely hung up on the details rather then moving along with the game. You'll often times get peppered with questions from these players about how things like hygiene work in the world, or what kind of education system does it have. Now I'm all for immersion and depth in my worlds and go crazy on all sorts of deep system builds, I mean just look at my Mundanely Magical post, they are part of the reason why I finally decided to stop making excuses and do this blog. But there comes a point where the player wanting to take apart and examine the minutia of your world completely and utterly stops the game. An easy way to keep this from happening is give a brief answer and say if they are still interested in more details that you'll provide what you have for them to read between games. I've found they are more then happy with this because it allows them time to really examine all of it just be prepared for more questions once they have read it. Realists aren't normally game killers in fact they are so invested into your game that they want to know literally everything about it so don't be afraid if you find one at your table.

Escapists

In opposition to the Realist this type of player doesn't want to know the details of the game. They want you to hand wave it away with 'cause magic' or just want to be in awe of what is going on. The rock gnomes have a cool transportation system that floats them through the air? Freaking cool sauce. The high elves have a system of communication that span great distances and can be used by non-casters. Sign me up. These players are here for the fantasy of the game. Often times this player is trying to use the wonder and fantasy to escape for a little bit the real world. This isn't necessarily a problem as we all need a break from it especially now when the world is so crazy. But this can become a problem when its the only world the player wants to be in, they become obsessed with it. Much like the Method Actor they can fully lose themselves in their character and the world. As a DM you'll need to gently guide them away from this as you spot it. Their over obsession can often lead to PvP conflicts when they feel the others are trying to hamper the experience or have cause a slight against them.

Steady As A Rock

This type of player is honestly both the best and worst that you can have at your table. These are the bedrock of our games. They show up every session, they actually have their character sheet and dice, they are engaged in the world and with the other players. Honestly these are the players who are the chilliest people and often the most welcoming of new comers. They are knowledgeable and will offer suggestions and discussion where necessary, and they know how to not fall into the meta gaming trap despite having knowledge of the system and its monsters. Honestly what you have to look at for is when your Steady As A Rock player turns hardcore. Not to belabor a point, that I will probably belabor in its own post, but these are your "gatekeepers". The old guard who don't like when it changes or who make new players they see as not fitting the normal mold as players super uncomfortable. They feel the new batch of players are too lack-a-daisy and don't respect the game, they think the new DMs are utter crap and don't know the rules well enough. I am harsh when it comes to the hardcore gatekeepers because I don't tolerate crap that makes no sense at my table. These games are meant for everyone so if you have a problem with the people at the table that badly then get up and leave it, its what is best for everyone. My personal stance aside as a DM you need to cut the hardcore off at the knees because those are the players that run the game for years for new people. You also need to learn to embrace and trust the more altruistic Steady As A Rock side especially if you are a new DM. They've probably been both a player and a DM for years and when asked will offer advice wither at the table or not.

Storyteller

Where the Method Actor is all about that sweet RPing, the Conqueror all about that combat, the Storyteller is all about the story you are trying to tell. They are super engaged in the lore of the world and the story you are trying to all weave together. They'll perform dramatics acts to heighten the story, becoming the hero they want their character to be. In there mind this is a book you are all writing together with suspense and adventure. You can probably see how this can become a problem. Storytellers can start to map out the story in their minds and become rather upset when things don't follow the line they think it should. They'll feel betrayed if another players action or the dice roll make a scene play out differently then what they think is optimal for the story theatrics. To them it can quickly become more like a story in a linear medium like a book or movie then the dynamic game it actually is. To the DMs out there this means they might even try to dictate to you and the rest of the party what will happen. Alot of times like some of our more mildly disruptive player types a discussion away from the table will set them straight. But be prepared for someone who is too invested in their telling of the story that they refuse to correct their behavior. Though it doesn't happen often when it does it means that you need to ask this player to leave.

The Thinker

These are your strategic planners and coordinators. They love to look at a situation in front of the group and try to come up with a plan. For The Thinker their favorite type of mission is probably either a heist or a massive battle. Give them a hard puzzle and they'll be buzzing for days after a session. They'll talk to the other players and find out what they are best at, they'll take the time to learn things about everyone's characters. The Thinkers are really engaged and engaging to others almost dragging them deeper into the game by asking questions to plot by. There are however two darker sides to this type of player - the mild version is the Over Thinker. A player who causes the game to come to a crawl or stop all together because they can't come to a decision or keep second guessing everyone else's decision and making it known. They can get so wrapped up in making sure its the perfect plan that they'll bully everyone into stopping until they come up with one. For DMs this means nudging the decisions along where needed either with a declaration of a decision being needed now, a timer, or causing something to happen in game because of indecision. If the Over Thinker persists then its time for a decision away from the table, sometimes they've slipped over to over thinking because of an anxiety of making a wrong choice. Remind them that there are no real wrong choices in this game that it is about adventure, chance and fun. As long as those things happen in the game everything else is fine. The extreme and often headache inducing version of The Thinker is however our dear friend the Meta Gamer. Some light meta gaming is unavoidable because humans can't compartmentalize their knowledge like that as of yet. It all just exists floating through our brains and effecting things if we want them to or not. What I'm calling a Meta Gamer though is the player that tries to weaponize that outside knowledge of the game, its monsters, the adventures, etc against the game and often against the DM. This player will also often try to control what the other players do as well to best set up their character for success or to ensure the groups victory. They see everything like a war game laid out and want to be the god like entity just moving things around. This can be intimidating for new DMs to try and handle. Often if its your first game or campaign you are still finding your confidence about the game and it can be easy to get pushed around by the Meta Gamer because they seem to know more about what they are talking about. But have faith in yourself, being a DM isn't about memorizing rules or being perfect in your decisions. It is about creating a space and world for your players to have fun in. So don't be afraid to speak up when you notice The Thinker slipping into a Meta Gamer role, be firm about what will and won't happen at your table. This is more for the other players sake then your own.

Loose Cannon

Sometimes there are players that just want to watch the world burn. They aren't predictable in any manner in their actions. Often times not caring if it hurts or is against the party. They do things randomly just to see they can and claim that because their alignment includes 'chaotic' that its just how their character would do things. Ya'll I hate these types of players so much. Loose Cannons aren't good for the other players at the table, they aren't good for DMs no matter how long they've been doing this. These players don't care about the time and effort everyone puts into the game. They don't care how much the other players have invested into their characters. It could be a rogue that decides to steal from party members, it could be a wizard who throws a fireball right where his allies are during a battle, and it could be the barbarian who just goes around punching everything and everybody just cause. For the love of all the dice rolls in the world get rid of this toxic player quick. As a DM I know you'll want to give it a chance, which fair these are probably people you know and friends. But give this player too much rope and they will hang your game and kill any chance any of you have of enjoying it.

Spotlight Hog

Ever run into someone so self centered and overly obsessed with things like taking the perfect insta pic? Or someone who always redirects the conversation back to being about them no matter the topic? Spotlight Hogs are the TTRPG table version of this. They are pushy, insert themselves into every scene even when there was no way they were there or had the knowledge. They'll jump around between everything because they always have to be involved. Forget about character building scenes or backstory because this player won't let it happen if ti doesn't involve them. Occasionally this will be taken to an extreme that can quickly make everyone else uncomfortable especially where it has to do with potential budding romances between characters. These players are really easy to spot because of the obvious need for constant attention and gratification. DMs be on top of this situation, pull them away from the table and talk to them. If that doesn't work talk to them at the table with the other players to hold them accountable in front of the group. This isn't a video game where they are the hero. This isn't a movie or book where they are the protagonist. They are in a game where everyone has a story, has their time to shine, and has a time where they need to take a back seat. Chill these players out quick, cut them loose, or risk killing your game.

Derailer

Now these guys aren't so bad, often times they just latch onto something the DM didn't intend for them to. Maybe a NPC that you thought would be a throw away, or a clue that you didn't intend to be a clue. Or if you had thought they'd be interested in the gold guarded by a dragon and they instead decided to jump on a boat and head out to some islands that were vaguely mentioned by a pair of drunk sailors because your players asked to listen in to conversations at a tavern. *exhales* Not a specific example or anything. These can cause alot of exploration and fun for both you and the players. It can also cause some DMs anxiety as when it happens the rest of that session will more then likely be off the cuff and thrown together as you go. I know you have spent the time to plan everything out. I know it can be paralyzing to go off script especially as a new DM. But I would encourage you to embrace it. Some of the most fun I have had at the table were essentially when we were all discovering things together. In preparation for this type of player I would say take some improve classes and get fully comfortable with the 'yes and' model of things. But keep an eye out because sometimes a Loose Cannon can start off disguised as a Derailer. These players can also derail things on a constant enough basis to impede the game, a quick side conversation normally fixes that. Remind them that you are open to exploring things you didn't think about but that moderation in that is the key otherwise they'll never be any meaty content in the game for them to enjoy. I'd also encourage putting together some random encounter lists and cards to help out on the fly as needed not just for this type of player but for the inevitable hard right turn in the game.

As a reminder once again - there are good and bad sides to all the types of players out there. This probably isn't an exhaustive list of the nuances of players you'll find throughout your lifetime as a DM. But its a great place to start at and prepare for. Its also really hard to see how different types of players plus their personalities will mesh before you actually get into the playing of a game. The first few sessions will probably be a little bumpy as people get comfortable with their new characters, with each other and start finding the groups balance. Encourage your players to communicate with each other and with you. Honestly most of the problems at the table can be handled with being comfortable communicating with each other about potential problems, how everyone is feeling about things, and what everyone's reading on each other is. Do individual check ins with your players ever so often, take one out for drinks or food after the game and chat. Build trust with your players and most things will run smoothly.

PS - For some bonus knowledge I suggest reading Robin's Law of Good Game Mastering, Glenn Blacow's 'Aspects of Adventure Gaming', and 'The Threefold Model'.

With that little rambling over with, I’m JustKay your regular DM Dalliance on the web and I’ll see you next post.