Styles of D&D Play

People sometimes claim that Dungeons & Dragons only supports a narrow range of play styles, but that is not my experience. I've seen the D&D rules used to support a variety of games, and as a DM, you should comprehend this versatility and use it to your advantage. Along the way, you should figure out not only your preferred style but also your group's preferences. In this article, I'll explain some of the different styles of play I've encountered.

Hack-and-Slash

In this popular style of play, the game centers around combat. Characters battle one monster after another, with little thought given to the non-martial elements of the game. It's thrilling for players who love battle scenes and immediate action, and this style is often where younger players begin with D&D. However, it can become monotonous over time, and most experienced players seek deeper experiences.

Problem-Solving

This style of play is aimed squarely at the thinkers. It encourages players to employ problem-solving skills to overcome various intellectual challenges. These could include things such as mysteries, logic puzzles, and riddles. Problem-solving can also include circumventing lethal traps, neutralizing weird tricks, and locating valuable items or important places. One standard framing device is the so-called "funhouse" dungeon, full of puzzles and tricks.

Character Driven

Here, the social or role-playing aspects of the game are at the forefront. Players immerse themselves in their characters, prioritizing character development over killing monsters, gaining loot, and leveling up. Many sessions can pass in such games without a sword drawn or a blow struck. Players often devise dramatic arcs for their characters and spend the sessions progressing this arc by interacting with each other and various NPCs.

Historical Simulation

This style focuses on recreating specific historical periods, often with minimal supernatural elements. Players might experience medieval England, ancient Rome, or even World War II! The session's goal is often to experience a critical historical moment, such as the assassination of Caesar or the D-Day landings. This style, though rare in my experience, is enjoyed by those already steeped in the history of an era. I've also seen it used in educational settings.

Slapstick

This style of play is light-hearted and humorous, filled with anachronisms, satire, and dreadful puns. It features bizarre scenarios and characters that often parody contemporary culture. While enjoyable in short bursts, this style can soon overstay its welcome.

Monty Haul

In a Monty Haul game, characters receive vast amounts of loot or levels with little correlation of risk to reward. Characters advance rapidly during these games and soon find themselves capable of facing mighty foes. This style appeals to some players, especially those with limited time and a desire to experience the game's higher levels. However, such easy advancement can cheapen the gaming experience, and "Monty Haul" has historically been used as a term of derision.

Tactical

This style is about employing optimal strategy and tactics within a well-defined rules framework. Players who favor this type of play often spend much time optimizing their character builds, and games consist of a series of set-piece battles. Tactical games are similar to hack-and-slash games, but differ in their focus on rules mastery. 

Political 

This game style involves players in political intrigue and power struggles. Scenarios can range from momentous events, such as negotiating treaties between empires, to minor conflicts, like settling disagreements between market vendors. Characters spend sessions interacting with NPCs, researching background information, and devising ways to create leverage in negotiations. 

Mixing It Up

It is standard practice to borrow elements from multiple styles for your game, using variety to maintain interest and keep things fresh. For example, the best classic dungeon crawls contain hack-and-slash, problem-solving, and even political elements (such as negotiations between dungeon factions). 

Even when the group prefers a play style, it is a good idea to switch things up with a different style occasionally. For example, after your tactical group completes a long adventure involving numerous set-piece battles, you might have a session featuring a banquet and focused purely on character development.  

It's even possible to include some of the more eclectic play styles in an otherwise straight campaign. For example, Zart, the god of tricks, might transport the characters to a slapstick cartoon-inspired world, where they take on the role of Bugs Bunny or Daffy Duck and compete in the Looney Tunes Olympics. Or perhaps they pass through a magic portal and find themselves a historical situation, helping 300 Spartans defend Macedonia against a massive Persian army. 

Each style has its unique charm and challenges. As a DM, you should strive to understand and use these different types of play to ensure a fulfilling and enjoyable gaming experience for all players. 

This article was inspired by an essay by Jennell Jaquays, originally found in the Campaign Sourcebook and Catacomb Guide.

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