What kind of player are you?
Twenty-four quick reads on what pulls you to the table, then your disposition across the six axes.
Twenty-four quick reads on what pulls you to the table. There are no better or worse answers, and no type is the right one. This is a starting read of your preferences; in Six Axes, logged sessions refine it toward how you actually play.
Answer for how you tend to play in general, not one character or one night. If a statement does not fit your experience yet, mark it "no basis to answer." Nothing is saved.
What the six axes mean
The axes spell TAVERN, the place you meet your characters. Five are flavours, what pulls you; the sixth, Presence, is how much you show up.
Measures. How much you play for the character and the story: acting in voice, choosing what your character would do over the optimal move, caring about the emotional beats.
For the GM. A high Voice player wants scenes that are theirs, a hard conversation, a reunion, a moment of truth. Starve those and they quietly check out.
Measures. How much you enjoy the puzzle of a fight: reading the board, positioning, action economy, finding the move that turns it around.
For the GM. Tactics players light up at a genuinely hard, fair fight. Give them terrain and choices, not just a bag of hit points to grind down.
Measures. How much you enjoy the machine itself: builds, rules mastery, theorycraft, planning your progression several levels ahead.
For the GM. Arcana players want their cleverness rewarded: meaningful level-up choices and gear that changes how they play. A system with no depth bores them.
Measures. How much you play for the people: pulling quieter players in, watching whether everyone is enjoying themselves, the social glue of the table.
For the GM. Rapport players are your co-hosts. They smooth the table and include others, so lean on them, and make sure they get looked after too.
Measures. How much the world pulls you: lore and history, poking into every corner, valuing a found secret over a won fight.
For the GM. Exploration players reward a world with hidden depth. Seed secrets and history for them; a corridor with nothing to find leaves them cold.
Measures. How present you are: thinking about the campaign between sessions, tracking play when it is not your turn, preparing, staying engaged. Shown on its own, because it is a level of engagement, not a flavour.
For the GM. Presence tells you how much fuel a player brings. It is not good or bad by itself, but a whole table running low is a cue to change pace or check in.
What this does at the table
On its own, this quiz is a map of your table: who wants the spotlight scene, who wants the hard fight, who is your social anchor, who is quietly disengaging. It is a read of what each player enjoys, so you can aim prep at it.
How it changes each session. The quiz is a one-time self-report, how you think you play. In Six Axes, the same six axes are measured from what players actually do in each recorded session, so the read moves off the survey and toward observed behaviour, session by session. Watching self-perception meet reality over a campaign is the point.
What it offers the GM. A living read of every player, not a one-night guess. It surfaces who has not had their kind of moment in a while, who is leaning in, and who is drifting, so the table stays balanced and everyone gets a night that plays to what they came for.
These tools run on a slice of what Six Axes does at the table.
The full product records your session, writes the recap, keeps the campaign wiki, and reads how your table actually plays, across whatever system you run. It is in free pilot now.