Friday, January 31, 2025

DM Style Questionnaire: What are you playing like?

Hey folks. Quick little post here since I had a discussion with a good friend about the different types of rpg out there and what that means (please track down @NMatausch of FKR fame on X). Reminded me about a blog post about DM Styles I wrote January 2020 (link at the end of the post), so we talked about that a bit and he shared a questionnaire for it made via Chat GPT. I loved the idea so much that I processed one via Grok 2 by Xai (which took WAY longer than it should have, but here we are). Since the result is fun and I see no (more) flaws in it, I thought I can present it here for you guys to play around with!

It's fun, too! [source]

DISCLAIMER: Took me some time to get it to the point it is right here, and as far as I can see, it all checks out, so there is some "intelligence" in the design. But working with Grok on this also showed its limitations, as the machine was not able to really gauge what the original post was talking about and it took some serious reasoning to make it change directions. As I said, I like the results and the assumptions made from the source material (which is all me), but it also took some serious doing on my end to make this work. Turns out, AI is a great tool, but still ways from generating more than a good base line to start from. Still, we'll be there soon enough.

DM Style Questionnaire

I could make out FIVE distinct ways to DM a role-playing game, and here you can find out what style you lean towards. All of it are analogues to how people interact with music, just so you know, so the result will have something to do with that. Here we go:

RULES: Just read the entries carefully (as nuance matters) and make note of the letter corresponding with the answer you like most. If you strongly agree with an answer, note the letter two times instead.

1. Control and Flexibility:  

How do you manage the narrative in your game sessions?  

a) I craft a detailed narrative where players explore my authored world.   

b) I orchestrate a complex game world, guiding players through a planned adventure.  

c) I provide a stage for players to explore themes and express themselves.   

d) I set the mood and let players dance to the tune I provide, focusing on experience over simulation.   

e) I create a framework where everyone improvises to tell a collective story.


2. Player Involvement:  
 

To what extent do players influence your game world?   

a) Players are key characters in my story, contributing to its unfolding.  

b) Players have choices within the rich tapestry I've woven for them.  

c) Players drive the drama with their actions and emotions.  

d) Players engage with the game through the atmosphere and scenarios I set.  

e) Players are co-creators, shaping the narrative alongside me in real-time.


3. Preparation vs. Improvisation:  
 

What's your approach to session preparation?   

a) I plan a detailed narrative, offering players a unique story to experience.  

b) I prepare complex scenarios with room for player choices.  

c) I prepare dramatic plots and character backgrounds for player interaction.  

d) I set up the session's vibe, letting players react to my "mix."  

e) I have some basic ideas and let the session evolve through group improvisation.


4. Game Mechanics:  
 

How do you handle game rules?  

a) I might modify or create rules to serve the narrative I envision.  

b) I use rules with depth to guide the campaign's progression.   

c) Rules are tools for character development and storytelling.  

d) I use rules to facilitate an experience, not to dictate every action.   

e) Rules are flexible, used to inspire and enable creative storytelling.


5. Use of Randomness:  

What role does randomness play in your games?   

a) Randomness adds layers to the story I craft.  

b) It adds depth but within my orchestrated narrative.  

c) Randomness can lead to dramatic turns or character development.   

d) It helps set the tone and pace for the session's experience.  

e) Randomness is a catalyst for spontaneous storytelling.

You've made it to the middle! [source]

6. Player Impact on Setting:  

How do player actions change your game world?  

a) The world is my canvas, but players' actions color the narrative.  

b) The setting is intricate but allows for player-driven developments.  

c) The world reacts to players' emotional and thematic input.  

d) The setting provides a backdrop for player engagement and choice.  

e) The world evolves with each improvisation, shaped by all participants.


7. Narrative Style:  
 

How do you approach storytelling in your games?  

a) I aim to weave an engaging story where players are central characters.  

b) I unfold an epic campaign with players experiencing the journey I've envisioned.

c) I focus on character-driven stories, exploring themes and emotions.  

d) I provide an experience where players engage through abstract gameplay.   

e) The story is a collaborative performance where everyone contributes.


8. Handling Player Creativity:  
 

How do you deal with players coming up with ideas not in your plan?  

a) I welcome player ideas as they enrich the narrative I've set.  

b) I guide them back to the path or adapt if it enhances the experience.  

c) I encourage players to express themselves, shaping the story dynamically.  

d) Player creativity adds to the session's unique atmosphere.  

e) Player ideas are part of the improvisation, welcomed and celebrated.


9. Philosophy of DMing:  
 

Which philosophy best describes your approach to DMing?  

a) I see myself as the AUTHOR, crafting a world and story for players to immerse themselves in.

b) I'm the CHEF, preparing a rich and complex experience for players to savor and contribute to.  

c) I'm the CAPTAIN, helping the adventure while ensuring players perform at their best.  

d) I'm the THEME PARK DESIGNER, creating an environment where players can enjoy various attractions.  

e) I'm the HEAD OF THE STORYBOARD TEAM, where the narrative unfolds through collective creativity.


10. Improvisation:  

How do you feel about improvising during sessions?  

a) I use improvisation to adapt my story to player actions.  

b) I improvise to keep the session within my planned structure.   

c) I enjoy improvising to enrich character moments and drama.  

d) Improvisation keeps the game's rhythm and flow engaging.  

e) Improvisation is central, allowing the story to evolve organically.


SCORING

(count your letters)

Mostly A's: The Composer DM - You craft a unique narrative for players to experience. COMMENT: Ideally (or so I have learned) this would be something like Dave Arneson's Blackmoor game, but many (late) OSR games lean into this kind of game build around a DM personality. The DM here is a madmen (or grognard?) that runs "his" game (which could be anything, really) with as much grandeur as delusions thereof. If it works, it sure can be a fantastic experience. If this is you, lean into it and go full on weird! 

Mostly B's: The Conductor DM - You orchestrate a complex and immersive game world. COMMENT: This one will do something like a grand campaign in AD&D that runs for 40+ years. Ideally needs a system that carries ambition like that, with huge power curves and lots of source material (early D&D, Cthulhu, classic rpgs). If this is you, grind those books and bring that campaign to live!

Mostly C's: The Band Leader DM - You focus on character exploration and thematic depth. COMMENT: This one is an emotional journey and will usually use rpgs from the World of Darkness or the All Flesh Must Be Eaten series but could just as well work within the superhero genre. If this is you, celebrate you and your players for as long the the spark takes you.

Mostly D's: The DJ DM - You create an engaging experience for players to interact with. COMMENT: You create a theme park like experience for your players, taking great care to have the best set pieces imaginable for an evening. Games like those Powered by the Apocalypse or Dungeon World work very well here, but lots of indie rpgs will accomodate this style easily. If this is you, there's a HUGE variety of beautiful and creative rides out there to entertain your players with.

Mostly E's: The Jazz DM - You and your players create the story together through improvisation. COMMENT: You like games that challenge you and your players. Usually those rpg will support randomness and sandbox play, which means they'll need some crunch and depth so that there is something to play around with. Then you go in deep until the game engine runs on all cylinders to give you the prompts to tell your stories. If that is you, find those games and make them sing.

And now you know ...

The original post on this (if you are interested in my reasoning) can be found here.

I'd be really happy to hear your results and if you found yourself in them. And the games you play, that'd be interesting too! So, if you are commenting, please state (in the name of science!):

  • Your result (with as much detail as you care),
  • If you agree (again, with as much reasoning as you bother to share),
  • RPGs you prefer generally (please elaborate if fringe or if you tinker a lot), and
  • How much experience you have with DMing (again, as detailed as you can).

Thanks! If this produces any results at all, I'll do a follow up with the results and what I think about them.

Well, and that's about it. I hope you had fun with this little quiz, and I really hope people care enough to share their results and thoughts. I feel like those distinctions are important, as different styles OBVIOUSLY prefer different tools (all but the Composer, who'll do whatever the fuck). That should matter, as there are different camps already all over the place and no one really knows what's going on.

Oh, and if you are wondering where I think I am on this (as I really can't test myself here), I'd put myself into the Jazz DM camp. If that's your result, I'd say we can be friends :) I'd also recommend you check out the game I wrote: Ø2\\'3|| - Role-Playing in a Dystopian Future, as it really, really caters to that style of DMing (sandbox play with randomly emerging narrative and DMs having their own little system to play against players with A LOT of agency).

See? Even managed to drop in a little advertisement in the end. Good times.

And answers! All of it! [source]


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