The Five Personalities in an Escape Room
Every participant in an escape room takes on a certain role, whether they know it or not. There are five main personalities that emerge in escape room players; which one are you?
The Leader
The Leader in an escape room is a take charge kind of person. They set up a game plan for the team, assign roles and jobs to the other players, and make executive decisions about asking for clues. Leaders are usually outgoing and confident stepping up to the plate. If you have an affinity for organization and giving directions, you are probably a Leader.
The Cheerleader
The Cheerleader is the most supportive person in the room. They pump everyone up and get them excited to play the game. The Cheerleader is a high-energy player that gives off all the positive vibes for everyone else. Every time you’re spinning numbers on a padlock or figure out the answer to a puzzle, you can bet The Cheerleader is right there beside you, cheering you on.
The Lock-Picker
The Lock-Picker can take many forms in an escape room. Sometimes The Lock-Picker is just a step above The Quitter, trying to open locks as a last ditch effort to stay involved. Maybe The Lock-Picker is feeling the pressure of the clock and is willing to try anything to escape in time. Whatever the motivation, The Lock-Picker is the team member that tries to open locks without knowing the codes and trying random sequences in the hope that it will solve a puzzle. The Lock-Picker knows that their techniques are unreliable and not encouraged, but they are convinced that they’ll hit a streak of luck.
The Know-It-All
The Know-It-All is the person that thinks they have all the answers, whether they actually do or not. This person has a vast encyclopedic brain that contains the tricks to solving the puzzles and all of the trivia on the theme of the room. Doing a room based on a science lab? The Know-It-All is a chemistry whiz. They will defend their answers even if they are wrong.
The Quitter
There comes a point when you reach your limit in an escape room, and The Quitter has just reached that point. The physical and mental exhaustion has set in and if there is a couch or a bench in the room, The Quitter is on it. They might offer up a few suggestions here and there, but they have, for the most part, checked out of the game.