I was recently offered a free review copy of The GM’s Field Guide to Players, by Cherie “Jade” Arbuckle of Evil Machinations, and it immediately piqued my interest. There need to be more system-neutral GMing books out there, and I like to spread the word about books like this on the Stew, so I was more than happy to review the Field Guide.

Format
The Field Guide is a 60-page PDF available directly from Evil Machinations for $7 ($6 until October 31, 2012), as well as from DriveThruRPG. It’s visually straightforward, with two columns of text, good font choices (save for the script-y header font, which I find annoying), clip art illustrations, and an original cover.
The PDF isn’t hyperlinked or bookmarked, and it lacks an index. Those aren’t dealbreakers in a book of this length with such a focused topic, but their absence is irksome. It looks like something I could put together in Word and export to PDF, and is too basic for its $7 price tag.
The writing
Overall, the writing is conversational and clear — a good fit for this kind of book, which could easily stray into dry and instructional if it was more formal. It would have benefited from tighter editing, as well as from proofreading. (An editor is credited, but no proofreaders.)
Taken together, those factors make it read like a blog in book form, which is both a plus and a minus for me. I like the tone of a good blog post, but if you package it up and sell it as a product I expect things to be stepped up a few notches.
What’s inside?
Cherie’s introduction lays out what the book is all about:
So how do we deal with these sometimes brilliant, sometimes aggravating things we call players? That’s what you hold in your hands right now. This book is a collection of advice on working with different types of players and how to handle things when those player types create problems that make the game less fun, for you and the other players.
The Field Guide is broken down into two main sections: Player Types and How to Use Them and Dealing with Problem Players. I like that the focus is so narrow: If you’re struggling to keep your players engaged, or run into problems with your players, here’s a resource to consider; if not, move along.
Player types
The first section, on player types, will sound familiar to readers of Robin’s Laws of Good Game Mastering, the 4th edition Dungeon Master’s Guide, or the 4th edition DMG 2 — though that’s not to say that you’ve seen it all before. The player types covered are:
- Character Actor
- Combat Monger
- Mechanic
- Power Gamer
- Socialite
- Solver
- Storyteller
As a point of comparison, here’s the list from the 4e DMG in the same order: Actor, Slayer, Power Gamer, Watcher, Thinker, Storyteller. The only player types that don’t overlap are the Mechanic from the Field Guide (which has no DMG analog) and the Explorer from the DMG (which has no Field Guide analog). The Field Guide goes into a lot more detail than either the DMG or the DMG 2, and isn’t D&D-centric; that’s a good example of the blend of old and new in this book.
I’m not a big believer in rigid player types, but as shorthand they can be a useful tool for understanding some (not all — I’ve rarely met players who conform to just one player type, though that could just be me) of what makes your players tick — or what makes you tick as a player.
Each player type gets a lengthy description, including examples to help you spot behavior that suggests a particular type — like creating mechanically unusual PCs, which Cherie flags as typical of Character Actor players. This is followed by a discussion of that types virtues and vices, ways to make them useful (more on that in a moment), things to do/avoid when gaming with them, and lastly “sub-classes” of that player type.

This is an area where the Field Guide shines for me: It provides five pages or so of advice on each player type, which gives plenty of room to cover general and corner cases and to provide specific and useful advice. I also dig that the advice isn’t judgmental. Cherie presents the types without bias or rancor, an approach that recognizes that people have different playstyles and that’s cool — it’s a feature of gaming, not a bug.
Problem players
This section opens with a discussion of how to deal with problem players in general, regardless of the type of problem. It’s good advice, by and large, though not all new and not all likely to be applicable to you (the latter being a point Cherie makes at the beginning of the book). If you’re new to gaming, or not so great at dealing with interpersonal problems, you’ll get more out of this section than experienced GMs and folks who are more comfortable addressing conflicts.
Cherie provides advice on dealing with the following kinds of problem player:
- Aggressive PC
- Drama Queen
- Flaky Gamer
- Inattentive
- Munchkin
- Persistant Noob
- Rules Lawyer
- Spotlight Hog
These archetypes resonate with me. I’ve gamed with all of them at some point, usually very briefly, and it’s nice to have some tools and tips for dealing with them apart from “Don’t game with them anymore.”

And that’s likely to be true for most GMs: Can you use every ounce of this advice? Probably not. But you’ll find things you can use and get ideas from other tips even if you don’t use them, which means there’s a lot of good material here that’s broadly applicable to many GMs.
That leads into my overall takeaway from this book: Not everything in the Field Guide is new, but quite a bit of it is — and the parts that aren’t new are generally covered with an interesting spin, or fleshed out with good examples and specific tips you can try out. On balance, there’s a lot of good material here even if 100% of it isn’t relevant to you and your group.
Would I buy it?
It’s always hard for me to judge the value of PDFs under $10 (in the “Starbucks range”), but no. There’s good stuff in the Field Guide, and I particularly like the section on problem players, but my lizard brain tells me $7 is too much given the relatively low production values.
Should you buy it?
If an in-depth look at one or both of the Field Guide’s topics — player types and problem players — sounds like something you can use, and if you don’t mind the bare bones presentation (or are less picky about that stuff than me!), then yes. There are a lot of tips here for $7, and they’re clearly presented.
This had me right up until the checkout, when – PayPal.
Sorry, Cherie “Jade†Arbuckle, I won’t be buying this unless a different payment method is available to me. I realize that margins being what they are it isn’t worth your time to arrange matters differently, but PayPal does not work for me any more.
RPGNow, Drive-Thru, Amazon. These are the people I now buy most of my game e-pubs from because I can use my Visa card, which comes with protections for me that PayPal wouldn’t offer if they could. Even when I want to use Visa through Paypal the transaction usually ends up being a direct debit which is not good for me in any universe.
Not proselytizing here, just explaining the “why” of the lost sale.
It’s also available via DriveThruRPG. I’ll edit that link into my review.
Many Thanks, Martyn. I agree with Telas’ views on your article by the way.
We agree on something? (Checks Mayan calendar) No, not yet…
😉
Thrrrp!
BoP Bob BoP
I envy your reviews, Martin. They’re in-depth, yet concise and clear.
This definitely sounds like a book the beginning GM could use, or even the experienced GM whose social skills aren’t as polished as his/her mechanical skills.
$7 seems high, but it is 60 pages of relatively rare (in gaming circles) social advice. I may have to pick this one up on DTRPG.
CF with Laws’ book now selling at a dollar a page USED on Amazon.
Robin’s Laws is $7.99 in PDF direct from SJG.
Thanks for taking the time to review the book. I appreciate the feedback. I just want to reiterate that the book is available from DriveThru RPG and RPGNow. It will also be available on Kindle in November.
You’re welcome, and thank you for sending me a review copy.