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Types of T2k Player
I can only speak to PbP games, as that's the only type of campaigns that I've Ref'ed and/or played in. Here's an assemblage of player types that I've encountered over the years.
High Ability / High Effort: A top-notch writer and role player. A frequent, proactive contributor, in both the IC and the OOC. Never misses a beat. A Ref's dream. Really fun to play with. Low Effort / Low Ability: Not particularly good at writing and/or roleplaying. Doesn't bother to carefully read others' posts, either IC or OOC, so constantly misses things, fails to reply when addressed IC, etc. Frequently misses turns without giving the Ref a heads-up. Adds little the game besides frustration to his fellow players and the ref. High Effort / Low Ability: Not particularly good at writing and/or roleplaying but tries really hard. Reads others' posts and always replies. Seldom misses a turn and is a frequent contributor to the OOC channel as well. Might be a little behind the curve, but adds to the game by being a reliable, enthusiastic poster. High Ability / Low Effort: Great writer and role player but just sort of ghosts through the campaign. Seldom participates in OOC discussions and misses turns pretty regularly. Often starts off strong, but then quickly seems to lose interest. Frustrates the heck out of the Ref because player has so much potential but squanders it. Could add so much to the game but usually chooses to do the bare minimum. The Pedant: Constantly explaining things to his/her fellow players and/or Ref that don't need explanation, correcting others, offering unsolicited mini lectures on game world trivia, weapons, tactics, and various esoterica. Can sometimes offer really helpful info, but usually just gets on others' nerves. In T2k, the Pedant is often, but not always, a veteran of the military (but seldom a combat vet). Has trouble admitting when he/she is incorrect on a proffered "fact". Is often a rules-lawyer too. Rules Lawyer: Constantly questioning and challenging Ref's interpretation and execution of the rules. Argues any die roll that doesn't go his/her way. When all of the other players keep calm and carry on, this player refuses to proceed until the rulebook has been dissected and any unfavorable results reversed. Monday Morning Quarterback: Doesn't always make the best decisions in real time but is constantly telling other players (and/or the Ref), "You should have done this or that instead". Often dual-classes as a Pedant. The Solo: Despite T2k being a team game, the Solo always tries to go it alone. They play a brooding "lone wolf" (usually SOF a-la John Rambo). They don't participate in planning and ignore most social aspects of RP'ing (both IC and OOC). During combat, they quickly abandon the team to do their own thing. No one in the gaming group really likes The Solo, but it's because he/she makes no effort to be sociable IC or OOC. The Warrior: Only posts during combat encounters. Otherwise, largely absent. Needy: Constantly asking for "clarification" or reassurance (usually via frequent PMs to the Ref). Rarely, if ever, takes the initiative. Is only comfortable following other players' detailed instructions. Often holds up turns waiting to see what everyone else does. The Troll: Often combines aspects of the Pedant and the MMQ. Learns what pushes the gaming group members' respective buttons and pushes them. Responds to any criticism or corrective action by doubling down and being even more obnoxious. Eventually gets kicked out of the group, if he/she doesn't manage to scupper the game first. The Bully: Plays pretty well as long as everything goes their way. If crossed IC or OOC, this player goes off on whoever crossed him/her. Wields sarcasm and condescension like a laser beam. Eventually rage quits, unless he/she hasn't sabotaged the whole campaign already. Often multi-classes as a Pedant and Monday-Morning Quarterback. The Ghoster: Drops out of the game without warning. Wastes the Ref's time with char-gen, and figuring out how to write the character out of the campaign on the fly. Did I miss any? -
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 01-30-2021 at 07:01 PM. |
#2
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I think you covered 'em all.
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#3
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There are a couple a friend of mine who is a GM/DM thought of that don't seemed to be covered by your list.
The A55hat - Basically this is the player who will be evil when the players are good or even neutral. "I shoot the orphans with the largest explosive...." or when everyone decides to go left because that is the safe way, this player will go right and into the mess of bad guys. They will toss the sarcastic and combative during diplomatic checks. They will also just start fights with NPCs or other players because they are bored with what is going on during a scene. The Scoundrel - This is the player that will immediately grab up all the good stuff after an encounter or during a find of goods. They will rob group blind and then ghost after everyone forgets about the good stuff that the GM just dribbled out to the players. Usually appears in a group that isn't taking good notes or not paying attention to what the others at the table are doing. They have parts of a Ghoster in them. The Whiner/Complainer - This is the player that even though they made all the decisions to make what they thought was a killer character. They don't know how to actually play it and complains all the time when the rules go against their idea of cool. The dice goes against them when trying to make things occur. Depending on the actual player they will either go Ghost, Rules Lawyer, or become a mix of Troll and Bully. The gopher - This is a player who drops in from time to time. Like a gopher that pops up in a field. They sort of know what is going on, but will waste about 30-45 mins of the session asking for a recap of everything in the plot to that point. They will also disappear early before the end of the session. Yet, they are always there for the full admin session when it comes time to update character sheets, rest for characters, and updating plot paths. This player is worst than a ghost since you never know when they will drop in and for how long they will drop out. Yet, they expect to be immediately brought back to the table and the plot when they do show up.
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Hey, Law and Order's a team, man. He finds the bombs, I drive the car. We tried the other way, but it didn't work. |
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The Buddy: Pairs up with some of the above "Hey, you're running a game? My pal and I would love to play that, can he come, too?" When paired with The Ghost, he'll disappear at the same time, and your game will have too few players to continue, in which case he may be The Keystone
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#5
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I have one that I don't have a good descriptive name for, but it's based on the player I mentioned in one of my posts in the GM thread I think (the guy playing the cleric in a D&D game who wouldn't use any healing spells on other party members)
I'm only here for myself: Not quite selfish but definitely not selfless. This guy is a team player only in that they will help out on tasks that benefit everyone, but if they have to help another individual in their group, they don't bother. They put in enough effort to ensure their fair share of the loot and XP but they expend no effort outside that, particularly if it means helping another PC where no reward will be earned. |
#6
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Sounds a bit Jack to me.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
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