[RPG] Tabletop Play Style Classification Schemes

gaming-style

People often present breakdowns claiming to enumerate the various types of tabletop player, such as the rule-lawyer and the power gamer. For example, "The lurker is generally a player who attends a session, participates in a minimal fashion and is usually gaining enjoyment simply by hanging out with other people to see how the game goes."

What are some of these classification schemes of players, playstyles, or modes of play? Are they just for fun, or have you actually used one and found it to help your game in some way? I personally have used the threefold model and it's helped me understand why I like what I like in games, but I'd like to hear some other uses.

It seems like there's a couple major ways to consume such taxonomies:

  • For grins – just to get a bunch of humorous categorizations.
  • As a player, to critique and maybe alter your playstyle
  • As a GM, to determine what motivates your players
  • As a game designer, to figure out what people will respond to in products

What classification schemes have you used in your gaming and what has been the result?

P.S. This is being constructed to replace in a more RPG.SE appropriate format an old CW list question getting mod-closed, Tabletop Player Styles.

P.P.S. As with all answers on this site, please pay attention to the Good Subjective, Bad Subjective criteria of have YOU done it and what's the result – your opinion is irrelevant and not wanted; your experience is relevant and helpful. Please restrict answers on this to breakdowns you have used for some purpose in your gaming and not simply "your thoughts on" something you've read.

P.P.P.S. Apparently this question is confusing. Answers should consist of two parts.

  1. Some existing play/player/playstyle taxonomy, breakdown, or characterization, from Real Men, Roleplayers, Munchkins and Loonies to GNS. Usually not one you just came up with yourself, unless it rises to that level.
  2. An explanation of how you/your group has used said taxonomy for a purpose other than self entertainment – in your play, prepping your play, designing your game, etc.
    In other words, what playstyle breakdowns exist that are actually useful and not just novelties, and prove it using Good Subjective, Bad Subjective criteria.

Best Answer

Metagame Rewards: The Different Kinds of Fun

The most useful classification scheme I've found is about the different ways that people find roleplaying games satisfying and rewarding to play. It's best expressed† in the article "Metagame Rewards, or the Different Kinds of Fun":

[M]etagame rewards are a form of reward that encourages the players to keep coming back. These aren’t things “in-game” that boost character stats, or represent new gear, these are the rewards that make the player himself lean back with a grin, look the GM in the eye and say, “Great Game!”

The article continues with a list describing 16 distinct kinds of fun that players can get from a session of a roleplaying game.

The 16 metagame rewards describe the underlying motivations for players' behaviours – a player motivated by agon is going to try to out-do the other players in a cooperative game and enjoys games where inter-player competition is allowed or encouraged, while a player motivated by catharsis is going to want play deeply-emotional stories that might not have anything to do with "succeeding". Any given player will have a few of these motivations, and the particular combination of metagame rewards a player finds interesting is a kind of gamer "fingerprint".

I found this classification scheme useful in three ways.

  • Knowing the motives of my players and myself as GM allowed me to diagnose why a particular group wasn't working well together. The problem was that most of them were highly motivated by sociability (the game is a social event) and paida (loose free-wheeling fun), while I was primarily motivated to run the game for the sake of kairosis (fulfilling story/character development) and kenosis (engagement with the fiction). This wasn't a gap I was prepared to bridge at the time, and the players weren't interested in playing the kind of game I wanted to run, so we split.

  • Knowing the preferences of my players (assuming the group is gelling in the first place), I can tune the style of play and focus of gameplay onto the elements that we all find most fulfilling. If nobody finds kinesis especially fulfilling, then I'd best not run a game that is miniature-heavy, and there's little point in my putting effort into props.

  • Not only can you classify players this way, you can equally well classify games, making it a very useful tool for matching a game system to a given group. I know now that the group I mentioned above doesn't like Burning Wheel, and figuring out later that there was a mismatch between the metagame rewards of the game and the group largely explained why that campaign failed (BW doesn't do paida well at all, for starters).

I found the metagame rewards taxonomy so useful that I made a metagame rewards survey PDF to print out and have everyone complete, in order to find out where group preferences overlap and what the "orphan" preferences (ones that are highly-rated by only one player) are in the group.

If there are many orphan preferences and few strong overlaps, then I know the group is going to need special effort if I want to keep it together for long. If there are lots of strong overlaps and few orphans, then I can safely ignore the types of gameplay that are outside the core preferences, and I can jump quickly to figuring out an scenario that emphasises that core.

The author of the original post on metagame rewards actually used my PDF survey with his group and blogged about the results, so you can read his own experience of applying this taxonomy to understanding a group:

If distilled into a single sentence, one could say that “This gaming group enjoys working as a group, and enjoys taking risks against adversity. They are is success-oriented, focusing on definitively ending threats and challenges with a variety of creative means.”

He looks at how the survey explains why Paranoia fell flat for his group, why a particular Hunter: the Vigil group plays the way it does, and how different games naturally emphasise different metagame rewards via their setting and mechanics.

† I believe the concept of metagame rewards was first articulated by Levi Kornelson of Amagi Games, but that early form of the rewards list seems to have been lost when his site was attacked and brought down some years ago. It was mostly the same if I recall correctly, with a few of the rewards having different names and lacking one or two of the current 16.