What Is Your Player Type? And Why It Matters.

I went to my favorite bookstore this weekend, looking for something to cheer me up. It was Prospero’s in Kansas City, which I’ve written up here on Grailrunner before. It’s funny, when I’m looking for something to read, it’s really a feeling I’m searching for. I like to explore new worlds, to find out what’s around the next turn in the road. I love to come back from an adventure with stories to tell. It’s how I’m wired, and that bleeds into the sorts of books I was hoping to find.

It struck me in those quiet, cluttered aisles with the sound of drizzling rain outside that there’s something fundamental here about readers and writers that’s worth talking about. It relates to an important question about what sorts of books or games we buy and which ones we don’t, and most importantly, what fed those decisions?

Here’s what I bought. Let’s talk about why.

I was there maybe an hour, and scanned a lot of old science fiction and fantasy paperbacks. Anything that looked like a Lord Of The Rings knockoff or with complicated blurbs on the back covers that looked like huge investments in mindshare, I passed right over. Seriously, if even the summary names three alien races and struggles to focus in on what makes the book different or interesting, I couldn’t be bothered. Too much going on in my life to devote the limited reading hours to something that won’t leave me pondering or inspired or with a piece of juicy recommendation for someone.

But these three made it though. I was happy to find them. And I don’t really even like Crowley. Why these?

Hold that thought. Have you heard of Bartle’s player types? It’s this:

Dr. Richard Bartle identified four main types of personalities relating to how we approach playing games. He fleshed this out in a 1996 paper called Hearts, clubs, diamonds, spades: Players who suit MUDs, then more fully in a book called Designing Virtual Worlds. There’s a simple quiz you can try to determine your own player type, though you likely already know after reading the summaries above.

I’m an Explorer. Big time. Here’s what the quiz result told me:

Explorers delight in having the game expose its internal machinations to them. They try progressively esoteric actions in wild, out-of-the-way places, looking for interesting features (ie. bugs) and figuring out how things work. Scoring points may be necessary to enter some next phase of exploration, but it’s tedious, and anyone with half a brain can do it. Killing is quicker, and might be a constructive exercise in its own right, but it causes too much hassle in the long run if the deceased return to seek retribution. Socializing can be informative as a source of new ideas to try out, but most of what people say is irrelevant or old hat. The real fun comes only from discovery, and making the most complete set of maps in existence.

Recently, I went deep into a Google and Reddit search looking for the tabletop game with the best, most innovative exploration mechanics. I didn’t think about why I was looking for that, I was just enamored with the idea of an adventure in a box with worlds to explore. (The consensus was Free League’s Forbidden Lands, by the way, if you want to know what came from that.) I’m also testing out Shawn Tomkin’s new Starforged solo RPG rules for the same reason.

Why? Because I like not knowing what’s out there and venturing beyond the safe spaces to find out.

So it stands to reason that if I enjoy those sorts of experiences, then a book that proposes an exploration would intrigue me. Titles that mention fantasy cities or intriguing space stations or derelicts, those that mentioned gateways or mysterious towers, or portals to other worlds…those wound up in my hands for consideration.

Great Work Of Time

John Crowley wrote a masterwork called Little, Big. You should read it, though it’s a bit hard to follow in my opinion. I got so irritated with his Aegypt that I sold it back (and I never do that!). Incomprehensible book, at least to me. Yet I picked this Great Work Of Time up twice before deciding to buy it – because it pitches ‘an ingenious time travel tale’ through ‘the wide-eyed and wondrous possibilities of the present to a strange and haunting future of magi and angels’. My point is I bought it because it promises me an exploration of time like Michael Moorcock’s A Nomad Of The Time Streams. I’m an explorer, and this promised me something to grant me that feeling of awe seeing new things.

Aldair, Master Of Ships

Honestly, this book sold itself with the cover and title alone. Here’s the line on the back that really sealed the deal though: “For Aldair has been forced into the role of a future Magellan, who must travel down the coasts of unmapped continents, facing monsters, winged wizards and great dangers, to find a knowledge older than the history of his entire race.” As I experienced the marketing for this 1977 book of which I was blissfully unaware beforehand, I imagined scenes of wonder and adventure on a sailing ship, with strange coastlines up ahead, and this Aldair person (whoever he was) squinting his eyes in the sea wind at something on the horizon…

The Stainless Steel Rat Wants You!

I’ve tried reading these Stainless Steel Rat books before and felt the whole thing was too dated and silly. It’s a con man going on space adventures, apparently. I generally don’t like heist stories or conmen characters who cheat and lie. My preference for a protagonist is somebody decent, imperfect, scared in the face of terrible things, but doing what they need to do anyway. So why pick up this one? Truthfully, what sealed the deal for me was the cover art’s slick spaceship and a blurb on the back with comparisons to James Bond and Flash Gordon. I was intrigued with the idea of a recurring adventurer character with his own spaceship touring the wonders of the galaxy, free of bureaucracy and politics and financial burdens. Pure escapist adventure on a spaceship. If this one was selling that, then I’d try again.

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So that’s what I wanted to talk about today. If you’re writing or designing games or art, it’s worth giving this a thought. There are a lot more Socializers out there than the other types, but maybe your creations can offer something for all four types. At least recognize your own type, and make sure you leverage that to the fullest in whatever you create.

Gotta go now. It’s sunny outside, and I’m taking the kayak to a different part of the lake under a little footbridge to a cove I’ve not been into before. Who knows what sorts of things I’ll find over there…

Till next time,

Solo Tabletop Wargaming: Fear The Wolfpack Rules!

Tabletop wargames are a social function. I get you. Beer, dice, pizza, and screaming in some cases. In others, lots of dudes in black t-shirts staring ponderously at a bunch of terrain and models with a measuring tape in hand and money at stake. And that’s cool.

Yet in the last couple of years as COVID-19 was a mess and we were all stuck in quarantines, solo gaming became much more of a thing for many of us. It so happened that we here at Grailrunner Publishing were already hip-deep in designing and playtesting a terrain-based trading card wargame ourselves when all that was going down. And it begged the question, for me at least:

Is a solo tabletop wargame possible?

I was personally entirely underwater with work from my day job and compiling art and copy for the rulebook in evenings when this question came up with the Sourcebook entirely written and the rules close to final form.

So I cheated, because I didn’t think so. And I built a simple ruleset for a solo dungeon crawler I called:

The idea, as always with what we do here at Grailrunner, was to inspire adventures and imaginative journeys through immersive storytelling. I was thrilled as it came together: a short solo delving game you played with the same cards and dice as the core game that aspired to make a puzzle of each turn but still tell an engaging story:

Deep underneath a massive stone temple lies the culmination of the Salt Mystic’s philosophy known for two millennia as “The Augur”. A shared hallucination maintained by an elite group of Recorders capable of recalling entire lifetimes of people throughout history, the Augur for centuries served as oracle and guide for the Infinite Republic up until the War Of The Rupture. It’s still down there in its circle. And it has powerful secrets. Perhaps no one knows how many subterranean levels there are to the temple, with grand corridors and massive oak doors – behind each of them an oriel, an artificial pocket of space leading to practically anything you can imagine. Entire civilizations are tucked away inside those rooms, all of it neatly housed inside the Temple. Raiders constantly invade these halls, plundering the secrets of the temple for lore to raise themselves a twisted Guardian. It is a miracle itself how the Augur has manipulated the nations into providing generation after generation of Protectors: those charged to patrol these halls against these would-be pirates. -From the Salt Mystic Sourcebook And Core Rules

But anyway, I was cheating. I could imagine the playtesters on Tabletop Simulator, the guys that help out with our art and composition and rules design brainstorming just frowning at me, cocking their respective heads to one side and saying,

“Not what we asked for though.”

So last year I went back to my thinking place and scoured the internet for easy, streamlined AI rules & algorithms from games on the market – some fairly obscure but showing up in Reddit discussions as great for solo play. I messed around for hours and hours on the table, tearing any ideas to shreds that were complicated or that slowed down gameplay and pleaded for feedback and playtesting. Not everyone is kind, but feedback abounds.

And what came of all that was a terrifying set of clear, intuitive rules that anyone wanting to play a tabletop wargame solo can use to torture and challenge themselves. We called it Wolfpack Mode.

The core idea came from a German submarine warfare tactic devised by Hermann Bauer and perfected by Karl Donitz, used to great effect in World War Two. On my tabletop, tailored for a fast game of Salt Mystic, it blossomed into an escalating nightmare of a challenge that just keeps turning up the heat till you crush your phantom opponent or curl into a fetal position crying on the floor begging it to stop.

The Sourcebook And Core Rules is a one-stop shop with everything needed to play a basic game. Two complete battle decks (Karak: Hammer Of The Red Witch and Segmond: The Loreblade) are also available, sold individually but collectively referred to as Volume One.

But I thought as a gift I’d share the pages that describe the Wolfpack Mode, in case you’d like to give Salt Mystic a try or reskin the rules for whatever your wargame of choice is.

Let me know what you think. Feedback has been great, if not outright conspiracy theories that I’m trying to drive players insane with fears that wargame cards and stalking them.

Anyway, till next time.