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Playstyle mismatch

http://rpg.stackexchange.com/questions/1878/strategies-for-dealing-with-turtle-or-roach-players

Other-player: My 2nd level Wizard casts a fireball, uses it as a rocket to propel themselves at the dragon and make a charge attack.

GM: That's so epic! Forget the dice roll! The charge rips right through the dragon's body, landing your wizard right next to the tied up princess.

Tactician: I take a defensive stance and ready an action to fire my bow.

GM: Ok. Now the dragon attacks you both.

Other Player: I swing my sword to cut a hole in the dragon's claw and then jump through at the last minute!

Tactician: My defensive stance gives me +2.

GM: Other player, you make it! Sorry Tact, your +2 doesn't cut it against the dragon.
This was an example of how, a player who's instinctive or most-enjoyed play style isn't matched by the GM's style, can get bored and lose interest.

But what I found interesting was that it wasn't a matter of one style being right and the other wrong. In this case, it was a tactician feeling neglected because the play only rewarded epic over-the-top-ness. But another game could have the exact reverse, the other player's gambit being met with "if you do that, the fireball just blows up in your face", and lots of detailed situations where mastery of your character's written abilities is rewarded.

The archetypes come from Robin Law's Good Gamemastering Guide (Power-gamer wants success; Butt-kicker wants to kick down the door and cut loose; the Tactician wants to do well on their own merit; the Method Actor, and a couple of others including a casual gamer who plays occasionally or for the first time and has different needs again.) It's interesting to see how those archetypes are similar to and different to other sets of archetypes often discussed.

But that it's definitely possible to have a game encompassing a fair breadth of different styles. But this example shows, sometimes people want things that are so different it's essentially impossible to cram in one without giving up the other (and that's fine if you recognise that).

The archetypal adventuring party

http://www.reddit.com/r/DnD/comments/2p096p/difficulty_multiplier_5e/

Q: An Ogre has over twice the HP of four goblins combined and can kill a 2nd-level character in a single blow. A 4-character party of 2nd-levelers could easily take out 4 goblins in a single round, while a 1-round defeat of an Ogre is highly unlikely. But the encounter multiplier table lists four goblins together as a slightly harder challenge, why?

A: With the ogre, although he's big and tough he's tactically easy: Bigpecs McFighter can beat on him up close while Pewpew Van Fireball blasts him from range.

With the goblins, while Bigpecs is beating one down, the rest come in from behind and play pin-the-kidney-on-the-wizard. Requires some more tactical smarts to deal with the goblins effectively. (And that more attacks can give a greater chance of killing one PC.)

B: Thanks for naming two of my NPC characters! Let's fill out the rest of the party then: Tippytoe O'Stab and Friar Bandaid.