You come for the GM's story, and you play it straight. When the old wizard says the kingdom needs you, your hero says yes and means it. You pick your moves off the sheet and stay inside the character. If your hero dies, you trust the GM to make it count.
Your best-fit GMs: The Auteur Director. A hero chasing a grand plot, and a storyteller holding the secrets that make it land.
In Trad play the GM is a storyteller with a plot, and the story sits above the mechanics. Good players take the hooks and care about the GM's material.
What you do well
- You care about the GM's material, so their prep gets played.
- You stay in character when it counts, so the big scenes feel real.
- You react hard to other players' choices, and that's rocket fuel for a scene.
Where your style trips
The passive audience. You wait for a hook, follow it, fight and go home, and the GM ends up driving the whole story alone.
The fix: Write one long-term want on your sheet. Every time a new NPC or place shows up, let that want drive a question.
Things to practice
- Tell the GM your plans before the session, so there's track laid where you're headed.
- Ask the GM what kind of character they'd be excited to run for.
- Narrate one action with a detail others can ask about, like a family crest on your sword.
Who you play like
You'll probably recognize yourself in Storyteller, Method Actor, from Robin D. Laws's player types. Most players span several.
GMs who'll love you at their table
- Best match
- The Auteur Director
- Also works
- The Arc ShowrunnerThe Catalyst Co-Author
- Talk it through first
- The Tactical Arbiter. Agree how much of each session is fights by the rules, and where the story gets room.
How to prep
Two beliefs on your sheet that can clash, like 'never abandon a wounded soldier' and 'save who you can.'
Pitch your table with these
- On screen
- Harry Potter and the Philosopher's Stone, Star Wars (1977), Indiana Jones and the Last Crusade, Die Hard, The Princess Bride
- Actual play
- Long-running campaign shows where the GM's plot carries the season and the players chase its hooks in character.
- Games
- Call of Cthulhu, Vampire: The Masquerade (World of Darkness), Warhammer Fantasy Roleplay, Dragonbane, The One Ring, Pendragon
A culture of play describes a table, so one 5e group could sit in two cultures on two Tuesdays. From John Bell's "Six Cultures of Play". World simulation isn't on his list, and sits beside it here.
Terms on this page: Trad
