
When playing Dungeons and Dragons what do you find that motivates you to continue play? What events that occur through the sessions do you find the most interesting to pursue or experience? You may find that your choice may determine your own personal incentive of play.
in 1996, according to Richard Bartle’s Taxonomy of Player Types, gamers can be organized into 4 ‘character types’.
The Achievers, Explorers, Socializers and Killers.
If you’re curious where you land on this taxonomy, feel free to take the test here.
HERE ARE MY RESULTS:

You could argue that this test may not be completely suitable to TTRPGs and similar games as it’s contextual within MMOs and MUDs, but I do think the Game part of TableTopRolePlayingGame is sufficient enough a reason to make a comparison as TTRPGs inspired both video game genres to some extent (see Wizardry, Rogue and Zork).
The GAME DESIGN of OD&D
In order to determine the intention of play when concerning TTRPGs we must start from the beginning with Original D&D from 1974.
“As characters meet monsters in mortal combat and defeat them, and when they obtain various forms of treasure (money, gems, jewelry, magical items, etc.), they gain “experience”. This adds to their experience point total, gradually moving them upwards through the levels.” -pg. 18 OD&D Men and Magic
It’s clear from this statement that the primary methods of character advancement/progression come from-
A. Killing Monsters
B. Collecting Treasure
You could argue that with this established, the game encourages the players to delve into dungeons, fight monsters and steal their treasures.
In OD&D, experience is gained on a 1xp-1gp basis with GP recovered from the dungeon and on a 100xp-1 HD basis with monsters slain.
It didn’t take long for the creators of D&D to find an issue with this method of experience gain, and changed it quite hastily within the next released material Supplement 1: Greyhawk.

The inclusion of “(ridiculous)” in the statement about experience points per HD of slain monsters makes it pretty clear that they thought that the experience rate gained by player characters was too high, and because of that it caused the player characters to progress in level significantly faster in the prior material than in Greyhawk. The italicizing of “dividing experience equally” could also imply that in base OD&D you didn’t divide the experience gained from monsters slain. You could also argue that with the high rates of gained experience from killing monsters that the player characters were significantly more incentivized to hunt monsters to gain a majority of their experience even though it could prove deadly. It could appear as an incompatibility of rules and player intent or entirely deliberate, but an oversight.
Why shouldn’t the player characters gain a significant amount of experience from fighting tough monster encounters? It seems pretty consistent with the historical experience of 70’s D&D play of having several characters die per session and if there weren’t very many character deaths that they assumed the DM was going easy on them (source: Interview a DM: Jim Murphy. A player who’s been around having played in Blackmoor and Greyhawk during their active existence)
29:44: “Everyone was basically kicking down the door, throwing in their Fireball, leaping on the bad guys, kicking their butt and taking their treasure.”
35:58: “There was an attrition level. I remember people used to comment on how many characters should die in the average adventure. The number was never zero. You figured the average is that you should lose 10% of your party.”
39:50: “There was a thing called the Monty Hall games where there were lots of DMs that would make it easy for you and then haul out lots of gold and experience.”
It appears that there was a social standard on how adventures should be run and the expectations of how an adventure might go. Characters often died and if there was a lack of danger and tension the players had less fun.
With this knowledge you could also argue that the reduction of experience gained from monsters slain could be to discourage or reduce the constant “kick down the door, kill the orcs” style gameplay OR to make it more difficult to have a Monty Haul style game that wasn’t just abundantly filled with treasure. Low level treasure rewards by-the-book tended to be pretty low especially when split amongst a large party + retainers/henchmen. A 5% chance to find gems/jewelry and a 2% chance to find a magic item at the first level of the dungeon.
If the players got way less experience from killing monsters then throwing a large force (8 to 12 players) at monster encounters then it’s way more likely to end in an extreme experience deficit, even if the players won they’d have to divide the piddling experience of a Goblin between a massive party. They’d maybe get a single experience point each.
On the opposite end of the spectrum, depending on the players, a Monty Haul style dungeon could have the reverse effect and encourage players to keep playing as every time they show up they’re showered in treasure and magic items. It could be interpreted as a form of positive reinforcement ESPECIALLY for new players. There’s nothing like the first awesome magic item you find when you first start playing D&D.
This method of keeping monster experience was kept consistent all the way till 3e D&D with keeping monster experience rewards low and rewards from treasure high (2e being an outlier with multiple methods of experience gain specific by class).
THE MODERN ERA
With the advent of 4e and 5e, a large portion of the rules were dedicated to adjudicating combat, experience gain, and “balanced” encounters. Specifically in 5e there’s a method of determining experience through the Challenge Rating (CR) system. Monsters were given a CR rating and depending on the amount of them used in a battle vs. a number of player characters it would determine the difficulty of said encounter and the experience modifier it would receive.
Another note: Experience gain from finding and retrieving treasure found in dungeons has been completely removed. Experience gain is entirely from monster combat or decided via fiat with the optional rule of Milestone leveling.
These changes inform the intended playstyle of 5e. With stronger, ability and feat shaped characters it allows for more epic, high fantasy thematic set piece battles. It rewards excellent character builds, party makeup, and turn-by-turn tactical skill.
Dungeon Masters who opted to use Milestone leveling have made keeping track of experience a non-issue which for some groups could prove to be tedious and cumbersome. That, and by removing gaining experience via killing monsters, the DM can focus the players’ interests towards the narrative aspect of the game as the party will be significantly less incentivized to kill enemies on sight if there’s no inherit reward through experience points.
Many of these changes across the versions of D&D from 1974 to Current Day have shaped the playstyles of groups and players.
INCENTIVES IN VIDEO GAMES
Oftentimes when discussing the incentives of video games it’s best to determine the genre of game first as the genre typically implies the gameplay loops you’ll experience while playing.
COLLECTATHONS

Mario 64 and Banjo Kazooie encourage hunting collectables to unlock more playable levels to explore. Often times these collectables affect progression by keeping new techniques and abilities hidden behind doors or secret areas that require a number of already collected collectables. The incentive to play is made clear as exploring and collecting points, symbols, items allows more playable areas available to the player. This genre of game has heavily influenced gaming in its entirety with the advent of modern games such as Minecraft, Subnautica, and Legend of Zelda: Breath of the Wild.
FIRST PERSON SHOOTERS

Quake and Counter Strike encourage expert marksmanship, accuracy and game-by-game objective accomplishments. Commonly in FPS games there are sub gamemodes like Deathmatch, Capture the Flag and Bomb Defusal that funnel the overarching goal of shooting and fragging your opponents but to achieve an end goal. For Deathmatch the killing of opposing players and achieving a higher score results in one of the two teams winning. With opposing teams, a large cache of weapons and power ups like Power Armor and Quad Damage the goals of the players is made clear.
FIGHTING GAMES

Street Fighter 2, Mortal Kombat, and Tekken are all games that easily fall under the Fighting Game genre. The gameplay loop of Fighting games is also made extremely clear by it’s genre title like the previous two mentions in that the goal is to reduce your opponent’s life gauge to 0 via attacking each other with a series of character specific abilities. The games oftentimes have timers visible that countdown to encourage the players to attack each other aggressively as the round will inevitably end and will decide a victor based on who has the higher life total. Players are heavily incentivized to fight one another and express their understand of their character, the game mechanics and the playstyle/tells of their opponent. Crunchy sound effects and an announcer shouting YOU WIN creates an environment of satisfaction and competition to encourage time investment and localized socialization.
ADDING INCENTIVES TO YOUR TTRPGS
With the established understanding of player incentives both within D&D and popular video games, we now have a basis to add house rules to adjust your game to fit your own/your player’s playstyles.
ACHIEVERS
With Achiever type players you could simply fall back on the Milestone style leveling system, except you can decide the Milestones align with a major quest goal, or personal character goals which when achieved results in either a percentage of the character’s level or an entire level itself.
An alternative method could be adjusted to have a list of achievement tiers where you give the players an objective that has tiers of success similar to racing game titles or speedruns where each timer objective is set by a metal tier (bronze, silver, gold, etc).
Example
Saving the Blacksmith’s Daughter from the Goblin Bivouac
Bronze: Recover the Blacksmith’s Daughter’s corpse and return her home for ceremonial burial.
-Reward: 25% of character level
Silver: Recover the Blacksmith’s Daughter alive and escape the goblin horde.
-Reward: 50% of character level + 1 Renown
Gold: Recover the Blacksmith’s Daughter alive and defeat the Goblin Boss.
-Reward: 75% of character level + 2 Renown
Platinum: Recover the Blacksmith’s Daughter alive and eliminate the entire Goblin horde.
-Reward: an entire character level + 3 Renown
EXPLORERS
Explorer type players are fortunate as OSR specific fans have a special supplement written by the folks at 3D6DTL called Feats of Exploration.
You could probably use this supplement for non-OSR games but I imagine if you’re reading this blog you’d rather me make up my own specific method and experiment with that.
If you’re utilizing Overland travel or Hexcrawls you could give percentage rewards to characters depending on-
A. How many Hexes they’ve discovered
B. How many Hexes they’ve searched
C. How many Hexes out from their home base they’ve traveled
D. How many interesting locations they’ve located within the wilderness
E. How many times the player’s get lost in the wilderness
Try your best to make more difficult objectives give more lucrative rewards as it’ll encourage the players to act more boldly and will break them out of their comfort zone of passivity. Players will nickle and dime you on things like experience and will expect you to keep your word when you value certain objectives so really think about the value system you have for certain goals or accomplishments the players will pursue. Take inspiration from MMOs and have certain locations represent “leveled zones” where the average level is the most common monster level you’ll find in passing and as the characters’ level up they’ll recieve less experience for traveling in easier terrain and locations.
You could also apply this method to a number of dungeon rooms explored and adjust the experience gain based on the average party level so they don’t run around in low level dungeons to quickly gather experience by zooming through rooms as higher tier characters.
Lastly, have NPC characters offer services, tips and quests that encourage exploration. Have guilds and travelers provide maps for a pretty penny, rumors on easier travel methods or warnings of creatures beyond. Some NPCs will even pay you to map out an unmarked location or pay you to search the wilderness for someone they’ve lost. Maybe the local Wizard wants the party to explore a massive plain full of cairns as he’s heard a legend that one particular cairn holds a secret passage to an underground complex that holds the rare and all powerful McGuffin.
SOCIALIZERS
Socializer players tend to highly value character dialogue, party interaction and NPC dealings/parleying. These players also tend to play more high Charisma stat type characters as well, both having good socialization skills in person and in character. Ideally, regardless of the type of players you have in your game, they would use their Charisma skill or opt more often to talk out negotiations as depending on the TTRPG a productive interaction can yield a higher benefit than a mindless combat.
When DMing for Socializer type players try including lots of interworking factions with personal goals and ideals. Determine between these factions whether they have common goals, alliances, indifferences, or are antagonistic towards one another. A player character wishing to play a more charismatic role in the party will find extreme satisfaction from talking down sentient monsters, working out deals with major factions and securing opportunities for their party members with their silver tongue.
Reward Socializers for:
A. Attempting Parley and Negotiations with adversaries
B. Successful Attempts (as described in A.)
C. Furthering the Goals of a particular Faction (both in and outside of dungeons)
D. Gathering information like rumors, history, and locally known informants
E. Sparing sentient life when they surrender, instead opting to interrogate first and foremost
F. Excellent cooperation with Hirelings, Mercenaries and Retainers
Give Socializers ample opportunities to attempt these interactions and they may feel less scorn and resentment for their headstrong party members who prefer to act first than to think. Many characters in pop culture fiction were known to talk themselves and their party members out of bad situations like Han Solo, Ferris Bueller, John McClane and Indiana Jones.
KILLERS
While we have already somewhat established that D&D already has sufficient incentive for killer-type players with a large majority of experience being gained via combat and monsters slain, there are more additions that could be included that encourage those tactics heavy monster hunters to continue their reign of terror on the local goblin populous.
Kill Contracts and Bounties
As we all know from Qui Gon Jinn, there’s always a bigger fish, and because of this there should be a few big bosses operating in your campaign setting. The local Bandit Lord named Shanks, One Arm or the Hobgoblin Warchief Bogan Redcap; these characters should have some sort of influence on the local area and if so, there should be hits or bounties on these colorful characters. The Killer players will see these baddies as stepping stones to conquer to raise their notoriety and power level within the world. Make the locals terrified of these people and the duke/baron/king willing to give their daughter’s hand in marriage to get rid of these no-gooders. Nothing is more encouraging than sacks of gold and the King’s daughter’s large…. tracts of land.
Oftentimes I’ve noticed anecdotally that players with Killer as their highest scored type tend to revel in the modern power fantasy of anime characters and the concepts of power scaling. They’re endlessly fascinated by pitting their favorite characters against each other in hypothetical battles to see who would win and when they’re actively watching their favorite shows or reading their favorite manga/comics that they wanna know how the protagonist fairs against the new big bad, the Frieza or Blackbeard. Sometimes the most satisfying moments in these anime are when our underdog protagonist takes down the cruel fascist overlord or when someone who was once towering over the characters is now groveling at their feet with the roles reversed.
Give your Killer players the most vile, sick motherfuckers to take down and give them some sick magic items that they wave around as if to beckon or goad the Killers to fight them straight away. You know they’ll hack and slash through every fodder enemy if it means defeating them and taking their cool weapon.
Encourage these players to describe the way they maim and dismember their enemies and maybe if they’re really creative with their descriptions they might get attack and damage bonuses to really incentivize them to lean into their favorite activity and to get what every DM wants – a player who actively roleplays their character’s badassery themselves without you having to give them a description for them cuz you really have no idea what they think would be the coolest way for them to turn that kobold into red mist.
Give Fighter type classes bonus experience for takedowns on monsters. Maybe they get 5% of their level if they manage to kill several opponents in a round with a lucky cleave or multi-attack. Likewise if their attack happens to behead the Goblin Warlord and send his warband into a screaming loss of morale. You could even commit the biggest sin of them all and fudge the boss monster’s health and let the Killer player’s special attack give them the finishing blow- like a Kamehameha or Iron Reaver Soul Stealer.

-and that’s pretty much all I got left in the tank. The holidays have been busy and I haven’t had much time to muse about TTRPG stuff and I’m also actively preparing a 2026 OSE campaign that I’m trying to get going with the local public of my little town. I’ve never run for randoms in a game store but it would be a nice thing to get under my belt of DM accomplishments.
Thanks for reading, Happy New Years to all!! -Dyl












