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What sort of player are You.

After some discussion I have dropped in a description from the DM's guide rather than the Robin D LAWS one. Shouldn't be too much to void fair use.,

Player Motivations
Most players enjoy many aspects of the game at different
times. For convenience, we define the primary
player motivations as types of players: actors, explorers,
instigators, power gamers, slayers, storytellers,
thinkers, and watchers.

The actor likes to pretend to be her character. He
emphasizes character development that has nothing to
do with numbers and powers, trying to make her character
seem to be a real person in the fantasy world. He
enjoys interacting with the rest of the group, with characters
and monsters in the game world, and with the
fantasy world in general by speaking “in character” and
describing her character’s actions in the first person.
The actor values narrative game elements over
mechanical ones. Unlike the storyteller, he values
his character’s personality and motivations over other
story elements.
An actor . . .
✦ Provides PC background, emphasizing personality.
✦ Plays according to her character’s motivations.
✦ Prefers scenes where she can portray her character.
✦ Often prefers social encounters to fights.

An explorer loves to see new places in the fantasy
world and to meet the residents of such places, fair and
foul. All the explorer needs is the promise of an interesting
locale or different culture, and off she goes to see
that place.
The explorer wants to experience the wonders the
game world has to offer. She also wants to know that
there’s more out there to find. She presses for details:
proper names of characters and places, descriptions
of the environment, and some idea of what’s over the
next hill. She’s sometimes interested in the adventure
plot and his character’s motivations. (The explorer is
close kin to both the actor and the storyteller.) The
wonder of new discoveries is what is key to keeping the
explorer happy.
An explorer . . .
✦ Seeks out new experiences in the game’s setting.
✦ Likes learning hidden facts and locating lost items and
✦ Enjoys atmosphere as much as combat and story.
✦ Advances the plot by being willing to move ever on.

An instigator enjoys making things happen. She has
no patience for careful planning or deliberation. She’ll
open an obviously trapped chest “just to see what
happens.” She provokes authority figures and opens
dungeon doors to bring more monsters into an already
difficult fight. The instigator loves the vicarious thrill
of taking enormous risks and sometimes just making
bad choices.
The instigator can be disruptive, but she can also be
a lot of fun for the other players. Things rarely grind to
a halt with an instigator in the group, and the stories
that get retold after the game session often revolve
around whatever crazy thing the instigator did this
An instigator . . .
✦ Likes to make things happen.
✦ Takes crazy risks and makes deliberately bad choices.
✦ Thrives in combat and dislikes having nothing to do.
✦ Takes decisive action when things grind to a halt.

Power Gamer
A power gamer thrives on gaining levels and loves the
cool abilities that come with those levels. He defeats
monsters to take their stuff and use that stuff against
future enemies. The story and roleplaying are secondary
to action and awesome abilities and magic items.
Most players have a little power gamer in them. A
couple of the core elements of fun in the D&D game
are the accumulation of power and the use of that
power to accomplish astonishing deeds. Nothing is
wrong with enjoying that in the game.
A power gamer . . .
✦ O ptimizes character attributes for combat performance.
✦ Pores over supplements for better character options.
✦ Spends less time on story and roleplaying elements.
✦ Prefers combat to other kinds of encounters.

The slayer is like the power gamer, but she is even
easier to please. She emphasizes kicking the tar out of
monsters. Maybe she does so to let off a little steam in
a safe way, or she likes the joy of feeling superior. Perhaps
it’s the pleasure of having the power to mete out
punishment to villains.
D&D combat is thrilling. Few other aspects of
the game put a character in such apparent jeopardy.
Beating the bad guys is a clear success. Most players
enjoy these D&D elements, but the slayer seeks them
A slayer . . .
✦ Optimizes like a power gamer.
✦ Might pick simple options to get into the action quicker.
✦ Spends less time on story and roleplaying elements.
✦ Wants to fight monsters and take bold action all the time.

The storyteller is a player who prefers the narrative
of the game to individual character motivations and
personality. This player sees the game as an ongoing
chronicle of events in the fantasy world, and he wants
to see where the tale goes.
For the storyteller, the rules are there to support the
game’s ongoing story. He believes that when the rules
get in the way, the narrative should win. Compromise
for the sake of the story is more important than individual
character motivations.
A storyteller . . .
✦ Often provides an extensive background for his PC.
✦ Works hard to make sure his character fits the story.
✦ Likes dramatic scenes and recurring characters.
✦ Prefers adventures that include at least some plot.

A thinker likes to make careful choices, reflecting on
challenges and the best way to overcome them. She
also enjoys herself most when her planning results in
success with minimal risk and use of resources.
Solving a challenge in a creative way is more important
to the thinker than character power or roleplaying
issues. In fact, the thinker might prefer sound tactics
to acting in character or straightforward, brute force
A thinker . . .
✦ Engages any challenge as a puzzle to be solved.
✦ Chooses her actions carefully for the best possible result.
✦ Is happy to win without action, drama, or tension.
✦ Prefers time to consider options over bold action.

A watcher is a casual player who comes to the game
because he wants to be part of the social event. A
watcher might be shy or just really laid back. He wants
to participate, but he doesn’t really care if he’s deeply
immersed, and he doesn’t want to be assertive or too
involved in the details of the game, rules, or story. He
enjoys the game by being part of a social circle.
A watcher . . .
✦ Shows up to be a part of the group.
✦ Helps calm disputes by not being as attached to the game.
✦ Often fills a hole in the PC group, facilitating the fun.

To my players- feel free to leave a comment on what sort of player you are. :)
I think these descriptions are a till less judgemental than the ones I had up before

So what does all this mean?

If you want to play a specific flavor of a particular class ... this page might provide some inspiration as to where you might fit your character

or you might just pick something totally un-related.

There is a second site which will actually map progress


It currently has a campaign intro and map


The city of portals.

This is an unusual region in that it basically a extra-planar metropolis.

Any race or class combination is possible, the only background would be Urban however.

Membership of factions might also be of interest. For more information see Planescape.


Cultural trope: Greek
Precursor empires: Archeron, Hyrkania
Current settlements: Atlantis, Polopponi, Messentia
Technology: Late Bronze Age.
Geography + Climate: Mountainous, warm.
Geography Options: No wetlands.

Heroic Threats: Cyclops, Gorgon, Nymphs, Harpies
Paragon threats: Hydra, Medusa
Epic threats: Titans

Leader: Warlord- Tactical Warlord, follower of Athena
Defender: Fighter -Great weapon user, follower of Ares
Striker: Ranger -Archer in the spirit of Artemis
Controller: Invoker -minion of Zeus, powers manifest in the form of the a ram, eagle or oak

Additional Feat available:
Hoplite Training:
You can wield a large shield and longspear similtaneously. Due to the reduction of mobility your shield only counts against one adjacent enemy , however you gain +2 to AC against missiles.

Suggested Races:
Could be:
Elf, Minotaur

Astral Sea

Cultural trope: Um. Yeh. No precedent, githyanki
Precursor empires: Ayutiha (Illithid)
Current settlements: Tu'narath, various scattered mage towers and interlopers nesting the bodies of dead gods
Technology: Iron age+.
Geography + Climate: Hmm, timeless glistening open gravity-less environ
Geography Options: Urban...

Heroic Threats: ...
Paragon threats: Githyanki
Epic threats: Astral juggernaught, Atropal

Leader: Warlord Bravura Build with two-handed sword and scalemail
Defender: Swordmage
Striker: Warlock
Controller: Wizard

Suggested Races:
Githyanki, Human
Could be:


Cultural trope: Fey and Arthurian
Precursor empires: Melibone
Current settlements: Avalon, Imrryr, scattered gnome burrows and elven flets
Technology: Iron age.
Geography + Climate: Bright, shiny, vivid. Mostly forest.
Geography Options: Only forest and only Urban if Eldarin

Heroic Threats: Quickling, Korred, Satyr, Displacer beast
Paragon threats: Formorian, Banshrae, Centaur
Epic threats: Wild hunt, named fey

Leader: Bard
Defender: Warden
Striker: Warlock
Controller: Wizard

Suggested Races:
Elf, Eldarin, Gnome
Could be:
Drow, 1/2 Elf


Cultural trope: Old Kingdom, Indian, Cthulu, Underdark
Precursor empires: Koth, Vendhya
Current settlements: There are several lost groups in the massive cave systems. Scattered groups spread around the under-sea. Some pirate/barter towns.
Technology: Varies.
Geography + Climate: Mild Cold. Dark (!) and wet
Geography Options: No Desert.

Heroic Threats: Drow, Grell, Behemoth
Paragon threats: Mindflayers, Rakshasa
Epic threats: Abomination

Leader: Cleric
Defender: Fighter
Striker: Rogue
Controller: Wizard

Suggested Races:
Human, Dwarf, Drow
Could be:
1/2 Ogre


Cultural trope: Norse
Precursor empires: Emer+Karakhan (Giants), Cimmeria
Current settlements: a number of large villages
Technology: Early iron age.
Geography + Climate: Cold, often bitterly, windy. Fiord's, glaciers, volcanoes, ice bergs.
Geography Options: No Desert or wetlands or urban.

Heroic Threats: Wolves, lycanthropes,bears,
Paragon threats: Giants, trolls, vampires
Epic threats: Dragons, giant clans

Leader: Warlord
Defender: Fighter
Striker: Barbarian
Controller: Druid

Suggested Races:
Human, Dwarf, Elf,
Could be:

Geb & outlying Athas

Cultural trope: Egyptian, Dark Sun
Precursor empires: Ur, Tyr, Ophir
Current settlements: Stygia, Shem, Ket
Technology: Bronze age.
Geography + Climate: Annually flooded river surrounded by deserts. Very hot. Temple complexes on the river with two cities around them. Villages scattered along the river's length, necropolises in the desert around pyramids
Geography Options: No Mountain, Forest,

Heroic Threats: Giant scorpions, snakes, crocodiles, hyenas, orcs
Paragon threats: Mummies, lich, vampire, lamia
Epic threats: Devils, Set, Pheonix

Leader: Cleric - priest of Ra
Defender: Fighter - officer in the Geb army, noble's bodyguard
Striker: Rogue - tomb robber, pick-pocket or avenger of horus
Controller: Wizard

Suggested Races:
Human, Dwarf (bald),
Could be:
1/2 Orc, Teifling


Cultural trope: Slaine, Gaelic
Precursor empires: Lustani, Raetia, Illrynia
Current settlements: Skara Brae, Carntach, Drunemet and numerous villages
Technology: Bronze age with working of native (cold) iron. Stone still used.
Geography + Climate: Marshes, low mountains, misty, wet. Small areas of old forest. Cold- yearly snow.
Scattered villages, moots marked with Dolmens
Geography Options: No Desert or Urban
Occupation: No Mariner

Heroic Threats: Sahuagin, Drake, Orcs, Goblins
Paragon threats: Dryad, Formian, Quickling
Epic threats: Dragon,

Leader: Bard
Defender: Warden
Striker: Barbarian
Controller: Druid

Suggested Races:
Human, Elf, Eldarin, Shifter
Could be:
Gnome, Goliath (1/2 Ogre), 1/2 Orc