{"id":125,"date":"2018-03-07T09:05:14","date_gmt":"2018-03-07T15:05:14","guid":{"rendered":"http:\/\/www.gearsonline.net\/fantasy\/?p=125"},"modified":"2018-03-08T05:58:01","modified_gmt":"2018-03-08T11:58:01","slug":"understanding-play-styles","status":"publish","type":"post","link":"http:\/\/www.gearsonline.net\/fantasy\/2018\/03\/07\/understanding-play-styles\/","title":{"rendered":"Understanding Play Styles"},"content":{"rendered":"<p>In this post I hope to bring attention to a topic that is poorly understood by many RPG fans yet important to our games.\u00a0 Whether intentional or not most people in a roleplaying session are trying to adhere to a set of guidelines that will bring about a desired direction for the game.\u00a0 They have a style or focus in mind that they think will bring the best experience.\u00a0 Many people don&#8217;t know this is happening because they aren&#8217;t aware of there being more than one possible style.\u00a0 A great many players and gamemasters know one style of play and assume everyone else is on the same page.\u00a0 When people discuss this concept the term for it I hear most often is play style.\u00a0 I&#8217;m going to offer this definition: The intended focus of a game session and the methods used to accomplish it.<\/p>\n<p>When people complain about other people running a fantasy rpg &#8220;the wrong way&#8221; or &#8220;not getting it&#8221; it&#8217;s often a matter of differing play styles.\u00a0 I hope our hobby can develop a better understanding of it.\u00a0 Discussing the play style that will guide the game will manage expectations for the group and inform people how to pull in the same direction.\u00a0 I believe this would go a long way toward reducing friction between personalities at the table.\u00a0 I also think a number of gamers leave the hobby or change games because of play styles.\u00a0 Either they don&#8217;t understand how to bring about the play style they would enjoy or they&#8217;re ready for a change in play style but think only another game can offer it.<\/p>\n<p>When I consider play styles six general styles come to mind.<\/p>\n<ul>\n<li>Strategic<\/li>\n<li>Tactical<\/li>\n<li>Political<\/li>\n<li>Story<\/li>\n<li>Heroic<\/li>\n<li>In-Character<\/li>\n<\/ul>\n<p>Play styles can be an abstract topic so I would expect other gamers to have different names for these and even additional ones on their minds.\u00a0 Before I discuss each style in more detail I&#8217;d like to offer a possible explanation for why there is such a large difference between the play styles used by game groups in our hobby.<\/p>\n<p>When roleplaying started in the early to mid 70s most gamers were already fans of war games (also called strategy games).\u00a0 They spread game pieces across a map or modeled landscape and used their strategic skills to find the optimum placement and timing to beat their opponent while carefully managing their resources.\u00a0 This mindset naturally carried over to the dungeon crawls of the initial years of Dungeons &amp; Dragons.\u00a0 The dungeon was the territory to move through and the monsters were the opponents.\u00a0 Getting the fighter into the right spot while protecting the wizard was crucial.\u00a0 Managing money, rations and equipment made or broke the dungeon delve.\u00a0 The players&#8217; characters had names but personalities and personal histories were mostly ignored.\u00a0 If one character died another was easily dropped into place because they were little more than pieces on a board anyway.\u00a0 Obtaining the treasure was the objective.\u00a0 Anything after that was rarely considered.\u00a0 The strategic and tactical play styles were foremost in their minds.<\/p>\n<p>Fifteen to twenty years later a new crop of gamers came on the scene.\u00a0 War games had dropped in popularity so the new crowd got their notions of fantasy roleplaying from novels and movies.\u00a0 Saving the princess or toppling the Dark Lord was seen as the goal rather than laying hands on treasure.\u00a0 The wilderness treks had firmer destinations in mind and the party wandered into cities with greater frequency.\u00a0 The players&#8217; characters were more resistant to death, had more detailed back stories and needed motivations to get lost in the wilderness.\u00a0 The heroic, story and in-character play styles were often their defaults.<\/p>\n<p>Please be aware that the &#8220;old school&#8221; and &#8220;new school&#8221; points of view described above are meant to be tendencies more than strict factions.\u00a0 Most people learned to play RPGs in groups that sat somewhere between the two extremes.<\/p>\n<p><strong>Strategic Play Style<\/strong><\/p>\n<p>This play style demands the players keep the big picture in mind.\u00a0 Like the war games of old, each adventure has a concrete objective that won&#8217;t change (often find the treasure and get it safely home).\u00a0 The only way they&#8217;ll accomplish the goal is to make a plan, make sure the party has the right sort of characters in it, stock the right supplies and stay focused on the prize.\u00a0 Strategic players don&#8217;t want to immerse themselves in the imaginary world their characters inhabit.\u00a0 They don&#8217;t take an interest in their character&#8217;s history or personality.\u00a0 Proper planning, self-control and focus pay off in the end for these players.\u00a0 This play style is still used by many gaming groups today but I get the sense it is watered down and only one or two people at the table have it in mind.\u00a0 Emphasizing it at key points in an adventure can be very rewarding if you have anyone at your table who wants to play this way.<\/p>\n<p>What rules and techniques enhance this play style?\u00a0 The early editions of Dungeons &amp; Dragons are full of rules tailored to strategic games.\u00a0 Encumbrance rules (how much weight different members of the party can carry), equipment lists, info on pack animals, NPC (nonplayer character) hirelings, etc. were all intended for planning campaigns where strategic play was paramount.\u00a0 The hex crawls that were popular in the early days of the hobby emphasized record keeping for rations and other supplies while the party spent time wandering in the wilderness.\u00a0 Hireling loyalty had to be handled or there was no way to carry supplies.\u00a0 Wandering monster rules both in the wilderness and the dungeon were meant to give the party tempting distractions.\u00a0 Fighting monsters is exciting and there may be some treasure (or rare body part) but time is lost, party members may be killed (especially using older game rules), the payoff is usually small and hirelings may be wiped out.\u00a0 The smart strategic players avoided fights whenever possible to keep their eyes on the prize.\u00a0 Negotiating with potential enemies was also a favorite tool of strategic players.\u00a0 Making a high charisma party member the negotiator and pushing them out front when meeting intelligent opponents saved time and resources.<\/p>\n<p><strong>Tactical Play Style<\/strong><\/p>\n<p>This play style fits nicely with the strategic style.\u00a0 The tactical play style is action-packed and focuses on immediate problems.\u00a0 Tactical players use what they have at hand to defeat challenges.\u00a0 A tactical player will either hatch a quick plan based on the lay of the land to drop a boulder on enemies or tell players how to engage the enemy in combat for victory. \u00a0This is the player who will run interference while telling another party member to slip behind the melee and take out the Bottle of Healing Waters to make the ground too slippery for the enemy to charge (will the gnomes of the Gentle Lands appreciate their gift being used this way?).\u00a0 Tactical players love traps and puzzle rooms.\u00a0 Quick thinking, flexibility and teamwork are valued by these players.<\/p>\n<p>Again, classic editions of Dungeons &amp; Dragons was full of rules to support this play style.\u00a0 Balanced encounters were less important in the 70s because tactical play was more prevalent.\u00a0 No matter how tough the ogre was a clever party could get the advantage.\u00a0 Miniatures on an encounter map help many players get into the feel of the tactical play style.\u00a0 Movement rates, different hit point values for different character classes and rules on what armor different characters can wear emphasize tactical. \u00a0If you want to emphasize tactical in your games, having less powers and abilities on a character sheet encourage a player to look around for anything they can use.\u00a0 In fifth edition, don\u2019t use feats.\u00a0 Don\u2019t do anything to help players who want compensation for a weak character.\u00a0 Describe the scene of the encounter to your players with some detail.\u00a0 Toss random objects and terrain details in without worrying about why they\u2019re there.\u00a0 Give your party a magic item with no combat value.<\/p>\n<p><strong>Political Play Style<\/strong><\/p>\n<p>This is the play style that is rare in every era of roleplaying but very rewarding to those who enjoy it.\u00a0 Political play style deals with the larger world the players\u2019 characters inhabit and the nations therein. \u00a0Waging and avoiding wars, advising leaders, bluffing generals, etc.\u00a0 The players use their intelligence to predict the outcomes of conflicts in the game world, their planning skills to decide how to influence things and their charisma to bring their plans to completion.\u00a0 D&amp;D can be as complex and nuanced as the board game Diplomacy if the gamemaster and players put in a little time.\u00a0 These games focus on a large map rather than a dungeon map.\u00a0 Political players use cunning, observation skills and delicate conversation to carry the day.<\/p>\n<p>Political games can be a lot of fun for some players and less so for others at the table.\u00a0 You may want to use the political play style in pieces rather than make it the focus of your campaign.\u00a0 Get back to it after some standard adventuring so the political players can get their fix.\u00a0 Then switch again to the action before the barbarian gets bored and spoils the diplomatic dinner.\u00a0 This can work well because for many players it would be their first introduction to a play style they may enjoy in future.\u00a0 Editions of D&amp;D over the years have done a poor job of supporting political play.\u00a0 Early editions mentioned building fortresses and beginning domain level play but rules were sparse.\u00a0 More recent editions remove it entirely.\u00a0 Thankfully, you don\u2019t need much rules to try it.\u00a0 Use the players\u2019 charisma score more often, think about the political situation in your game world and things should flow without too much effort.\u00a0 One thing to note, campaign settings with less immediate danger from inhuman monsters have more interesting politics.\u00a0 When the orc horde is threatening to invade tomorrow no one is thinking about assassinating the king or convincing the mountain dwarfs to allow trade.<\/p>\n<p><strong>Story Play Style<\/strong><\/p>\n<p>The story play style rose to prominence in the 80s and it isn\u2019t hard to understand why.\u00a0 Lots of people got excited about their favorite fantasy novels or TV shows and carried the ideas associated with them into their RPGs.\u00a0 Story players want to see the tale unfold, session by session, of their character moving through a quest that would rival Frodo\u2019s from The Lord of the Rings.\u00a0 Gamemasters in this group plan a storyline that includes action, travel, character motivation and struggling with dramatic villains.\u00a0 Story gamers want a larger story to give meaning to the fights and dungeon delves.\u00a0 They expect magic items to take on greater significance once their background is known.\u00a0 They want to use character histories to plan future quests and encounters.\u00a0 Players of this camp are disappointed when gamemasters take no interest in their character\u2019s background.\u00a0 This more than any other play style should be discussed at the start of a campaign.\u00a0 Great games can result from emphasizing it and from ignoring it completely but player expectations are tied to it.\u00a0 Whether a player or a gamemaster, you should state at the first session what you intend to do with it.\u00a0 Story style players value imagination, continuity and willingness to agree on the party\u2019s goals.<\/p>\n<p>To use the story play style in your games you should lower the lethality setting of the rules you\u2019re using.\u00a0 Main characters don\u2019t die in chapter 2 of novels and story gamers want their chance to play a main character.\u00a0 Gamemasters should ask each player a few questions about their character and think about how to work in NPCs or plot elements that relate to them.\u00a0 The Mace of Mastery that lies at the bottom of your dungeon isn\u2019t going to lose anything if it bears the family crest on its handle from one of the players\u2019 characters.\u00a0 Also, if you want to show your players some Old School Goodness in the campaign you\u2019re planning then don\u2019t be afraid to tell your players that the story style isn\u2019t going to be a factor in the game.\u00a0 Remind them that Conan the Barbarian (the one from Howard\u2019s original stories) had almost no back story and only wandered the world because he was bored with his home village.<\/p>\n<p><strong>Heroic Play Style<\/strong><\/p>\n<p>Swords swing, battle cries are heard and hotblooded action is the order of the day with this play style.\u00a0 Heroic action is all about dramatic action without worrying about cunning plans or wordy parlaying.\u00a0 Direct combat is the first choice in every encounter and anything else would be missing the point.\u00a0 As of this writing, the current edition of D&amp;D is the fifth.\u00a0 Fifth edition emphasizes the heroic play style with gusto.\u00a0 Gamers who favor this play style are usually looking to let off some steam or indulge in escapist entertainment.\u00a0 After watching action movies they want to kick down some doors and skewer some orcs.\u00a0 Don\u2019t get the impression that these gamers are simplistic.\u00a0 The heroic style is visceral and caters to urges within us that go way back.\u00a0 This style allows gamemasters and players both to live a dramatic scene and exercise their imaginations to the fullest.\u00a0 Heroic gamers like direct solutions, rich descriptions and a fast pace.<\/p>\n<p>To use this style at your game table keep the lethality of your game real low.\u00a0 Wading into a pack of dire wolves with your axe swinging is exciting but loses its punch if you fall dead 2 rounds later.\u00a0 Balanced encounters are also important here.\u00a0 Players expect to do well when they engage the beasties they run across.\u00a0 Gamemasters should live in the moment.\u00a0 Describe each action with an eye towards drama.\u00a0 Let your players feel the excitement as each round goes by.\u00a0 Allow your players to rise in level quickly so they can unlock even greater abilities.\u00a0 Enjoy it for the fun it is but don\u2019t feel bad if you get tired of it after a while.\u00a0 Skilled game masters use it in doses to keep certain players happy then switch back to other styles to keep the rest of the players from drifting away.<\/p>\n<p><strong>In-Character Play Style<\/strong><\/p>\n<p>The in-character play style appeals strongly to some gamers but bores others to tears.\u00a0 It consists in letting players talk and interact with each other in an environment where they have time to do so.\u00a0 Before you dismiss it, remember that many movies and novels we like have famous scenes where the heroes are only talking to each other.\u00a0 Fans of this play style value originality, spontaneity and an easy-going nature.<\/p>\n<p>In my experience, few campaigns focus on the in-character play style.\u00a0 It\u2019s rare to have a group of players where everyone wants to pursue it.\u00a0 Used in doses, it can make some players at your table very happy.\u00a0 I like to use it to introduce important clues and plot devices without making it obvious what I\u2019m doing.\u00a0 The players who enjoy in-character interactions are usually the ones who remember the hints I drop in this way and feel rewarded when they remind the other players later on.\u00a0 These episodes can be very easy for gamemasters because they don\u2019t have to plan anything and don\u2019t have to propel anything forward.\u00a0 They can also be very difficult because the gamemaster has to be patient and has to come up with a name and personality for every last stinking serving wench in the tavern.\u00a0 If you\u2019re the gamemaster and have a group demanding this sort of thing, perhaps you can choose one player to take over for these scenes.\u00a0 Nothing is needed from the game rules.\u00a0 They can be pushed aside during these episodes.\u00a0 Many OSR game supplements have random roll tables to spice up in-character sessions.\u00a0 The right book at the table may liven the experience up considerably.<\/p>\n<p>Before I conclude I want to mention two related topics.\u00a0 Simulation vs. escapist is a gradient that describes how closely people try to simulate reality in their games.\u00a0 It was a desire for simulation that inspired rolling character attributes as strict 3d6 in order.\u00a0 Some people are born more gifted than others.\u00a0 I don\u2019t consider this kind of simulation to be a play style but it is something to think about when planning your campaign.<\/p>\n<p>The other item is emergent story.\u00a0 Emergent story is a middle ground between the story play style and the traditional strategic play style.\u00a0 In this middle ground the gamemaster and players together see what kind of story elements occur to them during play.\u00a0 A random roll decides the goblins are not found in their lair.\u00a0 The gamemaster decides they were reacting to an emergency attacker.\u00a0 A player mentions the goblins would probably grant them safe passage through the dungeon\u2019s entire second level if they aided the goblins.\u00a0 Before long the players know the goblin chief\u2019s name and all about how trolls threaten the goblin tribes because of the rich veins of glowing gems nearby.\u00a0 Without planning it a story emerged and the players reacted well to it.\u00a0 If the gamemaster is game\u2026 run with it!<\/p>\n<p>I hope this examination of play styles gave you something worthwhile to ponder.\u00a0 A deliberate discussion of them at the start of a campaign may help the campaign survive longer.\u00a0 Considering the options in play style may lead gamers to switch things up and keep their games fresh.\u00a0 I\u2019ll take a chance on switching styles before I let my players go over to the other camp and take up collectible card games.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this post I hope to bring attention to a topic that is poorly understood by many RPG fans yet important to our games.\u00a0 Whether intentional or not most people in a roleplaying session are trying to adhere to a set of guidelines that will bring about a desired direction [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[8,6,9,7],"tags":[],"_links":{"self":[{"href":"http:\/\/www.gearsonline.net\/fantasy\/wp-json\/wp\/v2\/posts\/125"}],"collection":[{"href":"http:\/\/www.gearsonline.net\/fantasy\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.gearsonline.net\/fantasy\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.gearsonline.net\/fantasy\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.gearsonline.net\/fantasy\/wp-json\/wp\/v2\/comments?post=125"}],"version-history":[{"count":2,"href":"http:\/\/www.gearsonline.net\/fantasy\/wp-json\/wp\/v2\/posts\/125\/revisions"}],"predecessor-version":[{"id":127,"href":"http:\/\/www.gearsonline.net\/fantasy\/wp-json\/wp\/v2\/posts\/125\/revisions\/127"}],"wp:attachment":[{"href":"http:\/\/www.gearsonline.net\/fantasy\/wp-json\/wp\/v2\/media?parent=125"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.gearsonline.net\/fantasy\/wp-json\/wp\/v2\/categories?post=125"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.gearsonline.net\/fantasy\/wp-json\/wp\/v2\/tags?post=125"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}