A Great quiz just came out from WoTC. John Gooch was kind enough to let me see it, and, I have decided to post it here for your benefit.
Every D&D player agrees that the game provides a unique kind of enjoyment and satisfaction, unlike anything you get from other forms of entertainment. Different types of players, however, are motivated to play by the different experiences they get out of the game.
There are eight basic player motivation categories:
actor, explorer, investigator, power gamer, slayer, story-teller, thinker and watcher. Which one are you? Take the quiz below and find out.
Instructions
For each question, choose the answer that best applies. If you cannot decide between two options, choose them both. Then, find your answers on the key at the end of the survey. Add up the number of answers you gave for each motivation to see how important that motivation is for you.
1. Deep in the Underdark, your party pursues a wizard who has betrayed you. Footprints lead in one direction, but, you hear something coming down the tunnel. You say:
A. “Let’s ambush whatever’s coming, because we know that will be a fight. We could waste hours of time in these passages without seeing a single foe.”
B. “My lust for revenge burns like alchemist fire. Each moment it remains unquenched, I suffer. If these footprints might belong to my enemy, I must follow.”
C. “The approaching noise is probably a mindless predator drawn by our lights. Our contact in the mage’s guild said the wizard had apprentices. If these footprints aren’t our foe’s, they might have been left by a student who could lead us to him.”
D. “According to my map, the tunnel leads to the duergar city. I see nowhere else the wizard might be headed. Let’s get there first and learn something about the city that we can use against him when he arrives.”
2. Another player wants to set up an ambush in preparation for an upcoming combat encounter. Which argument is most persuasive?
A. With a surprise round and a good initiative check, your rogue will get the advantage of two attacks, maybe three with an AoO, before the enemies attack.
B. Surrounding your enemies prevents them from escaping and spreading word of your presence, which could prevent problems later.
C. It gives you a chance to describe how your character learned to set up camouflage blinds and decoys while growing up on the Selintan River.
D. The friend who proposed the ambush has not been able to get the party to follow her suggestions lately.
Every D&D player agrees that the game provides a unique kind of enjoyment and satisfaction, unlike anything you get from other forms of entertainment. Different types of players, however, are motivated to play by the different experiences they get out of the game.
There are eight basic player motivation categories:
actor, explorer, investigator, power gamer, slayer, story-teller, thinker and watcher. Which one are you? Take the quiz below and find out.
Instructions
For each question, choose the answer that best applies. If you cannot decide between two options, choose them both. Then, find your answers on the key at the end of the survey. Add up the number of answers you gave for each motivation to see how important that motivation is for you.
1. Deep in the Underdark, your party pursues a wizard who has betrayed you. Footprints lead in one direction, but, you hear something coming down the tunnel. You say:
A. “Let’s ambush whatever’s coming, because we know that will be a fight. We could waste hours of time in these passages without seeing a single foe.”
B. “My lust for revenge burns like alchemist fire. Each moment it remains unquenched, I suffer. If these footprints might belong to my enemy, I must follow.”
C. “The approaching noise is probably a mindless predator drawn by our lights. Our contact in the mage’s guild said the wizard had apprentices. If these footprints aren’t our foe’s, they might have been left by a student who could lead us to him.”
D. “According to my map, the tunnel leads to the duergar city. I see nowhere else the wizard might be headed. Let’s get there first and learn something about the city that we can use against him when he arrives.”
2. Another player wants to set up an ambush in preparation for an upcoming combat encounter. Which argument is most persuasive?
A. With a surprise round and a good initiative check, your rogue will get the advantage of two attacks, maybe three with an AoO, before the enemies attack.
B. Surrounding your enemies prevents them from escaping and spreading word of your presence, which could prevent problems later.
C. It gives you a chance to describe how your character learned to set up camouflage blinds and decoys while growing up on the Selintan River.
D. The friend who proposed the ambush has not been able to get the party to follow her suggestions lately.
3. Talks with the prince of the Efreet broke down, and, now the party has to fight its way out of the City of Brass. What explains the breakdown?
A. No one in the party is trained in diplomacy, even though you told the paladin to forego training in the heal skill in lieu of the diplomacy skill
B. Who cares?. It’s time to stop talking kick some Efreeti ass! (AARRGH)
C. During the conversation with the prince, you learned that he opposes another faction that might be able to assist you. Publicly making an enemy of him will help you befriend his rivals.
D. The party had all of the information it needed from the prince, so you could care less if you’ve now offended him.
4. During a session, the DM notices you writing something. You show him:
A. A map of the dungeon with detailed notes
B. A list of suspects responsible for the mysterious crime wave hitting your home city.
C. A note to the DM, describing how you want to plant a forged love-letter from the goblin empress in one of your comrade’s backpacks.
D. Funny things people said during the session, to be added to the campaign’s quotation list.
5. Which of these behaviors from other players bugs you the most?
A. Talking out of character during intense role-playing moments.
B. Moving into a square that prevents your character from maneuvering into a flanking position.
C. Putting you on the spot to make an important decision for the group.
D. Forgetting the name of the duke’s chamberlain during a tense negotiation.
6. It really makes your day when you:
A. Discover a hidden sublevel to a dungeon that other characters passed by without noticing.
B. Hear the other players talking about a crazy situation you got them into months ago.
C. Use what you’ve learned about the enemy to manipulate them into fighting each other instead of you.
D. Roll back-to-back critical hits and drop an enemy before it takes a swing at you.
7. When you level up, how do you prefer to choose new feats, spells, abilities, etc.?
A. Visit a character optimization forum and find the options that will make you the most powerful you can be.
B. Think about what best fits the things your character might have learned based on the last few sessions.
C. Get advice from the DM or another player.
D. Figure out the maximum damage that each one can do and pick the biggest number.
8. Why might you choose to seek out an intelligent artifact?
A. The potential for conflict between its goals and yours offers great role-playing opportunities.
B. It has a mind of its own, and following its impulses is sure to keep things interesting and unpredictable.
C. Finding it requires a long exciting process of researching buried secrets and interpreting clues.
D. It is the last link to a forgotten world of the past, and, it might know secrets of an ancient culture.
9. A dispute has arisen among your fellow players. What would most make you want to resolve it?
A. People are starting to take it personally and you want everyone to get along.
B. The disagreement is taking time away from exciting combat.
C. Success in D&D depends on teamwork, and, an unresolved conflict makes cooperation more difficult.
D. Your character has been through a lot with this party and the dispute imperils those hard won bonds of fellowship.
10. The most important feature of a dungeon is:
A. A complex non-linear layout, with branching paths, hidden areas and alternate routes.
B. Puzzles, clever traps and opportunities to gain a strategic advantage through good planning.
C. Rooms full of chests to search and doors to open; preferably during combat.
D. A rich history and intricate relationships among the dungeon denizens.
Scoring Key:
Actor: 1B, 2C, 5A, 8A, 9D
Explorer: 1D, 4A, 6A, 8D, 10A
Instigator: 3D, 4C, 6B, 8B, 10C
Power gamer: 2A, 3A, 5B, 7A, 9C
Slayer: 1A, 3B, 6D, 7D, 9B
Storyteller: 1C, 3C, 5D, 7B, 10D
Thinker: 2B, 4B, 6C, 8C, 10B
Watcher: 2D, 4D, 5C, 7C, 9A
Scoring your Motivation
Add up the number of points you scored for each motivation.
4-5: This is a primary motivation for you. Let us know what your primary motivatin was.
2-3: This is a secondary motivation for you. You enjoy occasional events that satisfy this type of player, but, you get bored without some variety in the DM’s approach
0-1: This is not your motivation. At best, you tolerate events designed for this type of player, but, you are always itching to get back to what
Solanthos
ReplyDeleteStoryteller - 2
Thinker - 4
Power Gamer - 3
Instigator - 1