Table Matchmaker

    I Didn't Guess What My Players Wanted. I Knew

    Published on
    April 1, 2026
    Tags
    Articles & Essays
    Written by
    Astro Artificer
    • The One-Shot That Felt Too Easy
    • The Call of the Dungeon Master
    • What the Data told me, and what I built because of it.
    • The Day of the Session
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    The One-Shot That Felt Too Easy

    My girlfriend walked into my one-shot, certain she knew what kind of player she was.

    Film major. Detailed character backstory. Passionate about narrative. She had the whole thing figured out.

    The quiz said otherwise.

    She wasn't a Storyteller, the archetype built around collaborative world-building. She didn’t want to weave her character's arc into the table's shared narrative. She was a Writer. Someone who builds inward, not outward. Who cares about her character's interior life first, the collective story second.

    The difference sounds subtle. It isn't. A Storyteller wants to co-author the campaign. A Writer wants her character to have a moment that is specifically, privately hers. Those are entirely different things to design for. And she couldn't have told me that herself. Because, she didn’t even know herself. She didn’t have the vocab for itl

    That one result changed how I built the entire one-shot.

    The Call of the Dungeon Master

    Here's the setup. A group of my friends. Busy engineers, most of us. Half of them had never been in the same room together. Two had never touched D&D in their lives. I had just moved into a new apartment (my bed wasn't even set up) and I had a one-shot to run.

    My friends have been hounding me to run another D&D campaign. They loved my last campaign. My other friends I had never played with, and some had never played at all. I felt the call to be a dungeon master again. I just didn’t know how I’d run the campaign.

    No time for Session Zero. And even if I'd had time, it wouldn't have solved the real problem. You can't ask someone, "Do you prefer roleplay or combat mechanics?" if they've never played. The question is meaningless to them. Luckily, I built something for this. The Player Archetype Quiz tells players how they play TTRPGs, and why. All players have to do is answer honestly.

    So I sent them the quiz. Async, on their own time. Got five profiles back. Sat down with the data.

    Here's what I found.

    My players’ profiles:

    Player Archetype
    #1 Fun Type
    #2 Fun Type
    #3 Fun Type
    IAPPl-Immersive (Writer)
    Narrative
    Discovery
    Fantasy
    ECPSp-Casual (Actor)
    Submission
    Challenge
    Fellowship
    EAMSp-Casual (Instigator)
    Submission
    Fellowship
    Discovery
    IAMSp-Casual (Rules Lawyer)
    Discovery
    Expression
    Narrative
    EAPSp-Immersive (Improviser)
    Fantasy
    Narrative
    Fellowship

    At first glance this looks like a mess. An Instigator and a Rules Lawyer at the same table. Immersive and Casual players mixed together. Nobody wants quite the same game.

    Then I looked at the overlaps. And the session built itself.

    What the Data told me, and what I built because of it.

    Discovery was everywhere. Four out of five players had it as a preferred fun type. These are engineers. They love finding the connections between systems, uncovering how things fit together. I knew immediately: the session couldn't be a straightforward dungeon crawl. It needed to be a puzzle box. Secrets layered into the environment. A world with things to find.

    That's how a dead god's corpse became a temple-city full of mysteries. Not only did it sound cool, but that’s what the data told me.

    Sensory was low across the board. Nobody cared about the feel of the dice, the atmosphere, or the production value. My minis were chess pieces. My map was a whiteboard. Zero players noticed or cared. I didn't waste a single hour on setup, I already knew it wouldn't move the needle. And honestly? That was a relief to me.

    Challenge was low for four out of five. Last time I ran a one-shot with two of these same players, I built a puzzle. Different combinations of acid elixirs, specific dilution ratios, actually difficult. They stalled for 20-30 minutes. Didn't enjoy it. I had to hand them the answer. The session lost momentum and never fully recovered. So, I made sure not to make that mistake again.

    This time, I made the puzzles deliberately easy. The satisfaction wasn't in solving puzzles, but finding out what secrets it was hiding. That insight could only come from the data I gathered for this session.

    Two players scored high in Submission. They wanted to go along for the ride, not drive it. That told me the story needed to move forward on its own momentum. Built-in narrative propulsion that didn't require them to push. I designed the session so those players could be fully present and fully satisfied without ever needing to be the ones driving the plot forward.

    Fellowship was the quiet engine. Most of the table had it. Half these people had never met each other. I wasn't worried about the awkward opening scene. My data told me they'd carry themselves through it. And they did. The fellowship players had the table humming before I had to do anything.

    The Instigator. I'd run a one-shot with him before. He'd derailed the whole introductory act. He convinced the players to band together against the king instead of fighting each other, which was the scene I'd designed. It was funny in the moment, but it did ruin the story I was building.

    This time I knew why he did it. The instigator isn’t driven by malice, but by curiosity. They want to find the moments they can reshape the story. So I built those moments in deliberately. Places where he could push, and the story would bend with him instead of breaking. He ran me off course exactly once, and it ended up serving the narrative.

    My girlfriend. I gave her a moment tied directly to her backstory, an NPC from her character's history, showing up in the middle of a space station at the edge of the galaxy. She didn't see it coming. It gave her something specifically, privately hers. It gave the combat real stakes. That moment couldn't have existed if I'd misread her as a Storyteller and designed her session around collective narrative-building instead of personal character revelation.

    The Day of the Session

    The session ran. It flowed. The Improviser’s face went white when the details clicked into place. The god whose corpse they were plundering was the very god they served. The Rules Lawyer sacrificed his character's deepest ambition so the team could move forward. The actor had plenty of NPCs and players to interact with. My girlfriend, the Writer, was shocked to see her backstory’s NPC show up, and she was delighted by what it meant for her character. Finally, even the Instigator got their moments to shine, and their tangents actually pushed the session forward, not backwards.

    Nobody got stuck. Nobody disengaged. The session landed exactly as hard as it was supposed to.

    After the session, we went to lunch. My players were still buzzing. New friendships. Requests for another campaign.

    My prep was light. Almost suspiciously light. None of it felt wasted, because every piece of it was something the data had already told me they wanted. I didn't guess. I didn't convince. I built the session they were going to love before they walked in the door.

    That's the difference.

    The Player Archetype Quiz is live. If you're running a table soon, or trying to build one, this is where you start.

    [Take the Player Astrology quiz →]

    — Astro