Getting Personal 2: Archetypal Stereotypes
In my previous column I proposed a new system to describe characters via pairings of well-known archetypes. In this column, I explain how to interpret those pairings. If you have not read the first column you will probably not understand this one. Then again, maybe you won't understand it anyway. It's pretty complicated. Are you sure you're ready for this?
Pirate vs Ninja
The four Jungian pairings map to my pairings as follows:
Jungian Pairings | My Pairings | |||
[S]ensing vs I[N]tuitive | [P]irate vs [N]inja | |||
[T]hinking vs [F]eeling | [R]obot vs [M]onkey | |||
[P]erceiving vs [J]udging | Pun[K] vs [Z]ombie | |||
[E]xtroverted vs [I]ntroverted | [C]lown vs Cow[B]oy |
Card Suit | Tarot Suit | Element | ||
Spades | Swords | Air/Spring | ||
Diamonds | Pentacles/Coins | Earth/Autumn | ||
Clubs | Wands/Staves | Fire/Summer | ||
Hearts | Cups | Water/Winter |
Archetype | Healers | Wizards | Warriors | Rogues |
Keirsey-Bates | NF | NT | SJ | SP |
Tarot Suit | Cups | Swords | Pentacles | Wands |
Card Suit | Hearts | Spades | Diamonds | Clubs |
Function | Healer | Blaster | Tank | DPS |
Color | Blue | Yellow | Green | Red |
Element | Water | Air | Earth | Fire |
Season | Winter | Spring | Autumn | Summer |
Direction | North | East | West | South |
Yin/Yang | Yin | Yang | Yin | Yang |
Mental Skill | Wisdom | Intelligence | ? | Charisma |
Physical Skill | Constitution | ? | Strength | Dexterity |
Creature | Nymph | Sylph | Gnome | Salamander |
Star Wars | Luke | Obi-Wan | Leia | Han Solo |
Wizard of Oz | Woodsman | Scarecrow | Dorothy | Lion |
Fantasy Race | Human | Elf | Dwarf | Hobbit |
A-Team | Face | Hannibal | B.A. | Murdock |
Buffy The Vampire Slayer | Willow | Giles | Buffy | Xander |
Harry Potter | Gryffindor | Ravenclaw | Hufflepuff | Slytherin |
Lord of the Rings | Aragorn | Gandalf | Gimli | Legolas |
Hobbitses | Sam | Merry | Frodo | Pippin |
"But wait," you say. "Why do Wizards align with Swords, and why do Rogues align with Wands?" To which I reply: "Don't think of them as Wands, think of them as Clubs, like the sort you'd get mugged with by a Highwayman." "And what about the Sword?" you ask? "Gandalf," I reply. "Glamdring."
"Ah," you say.
Of course, at some point this gets ridiculous and things stop aligning, so I will stop there and move off in a different direction after one final match-up. Remember those pairs of letters I mentioned earlier? NM, NR and such? Here's how those map.
Archetype | Healers | Wizards | Warriors | Rogues |
Keirsey-Bates | NF | NT | SJ | SP |
MNPR | NM | NR | PZ | PK |
Taking the lead from the Keirsey-Bates system, this gives us not just a top-level Pirate vs Ninja pairing, but it also gives us four broad categories to place characters in. Since (as explained earlier) RPG players are familiar with four-category systems for defining characters, it only seems natural to align these four groups in similar ways.
Here are my suggestions for those four categories, along with what they mean, and some keywords that might describe your character's outlook on life.
Ninja Monkeys (NM**) aka Healers
Ninja Monkeys are emotionally driven, interested in healing, harmony and happiness in themselves and others. They are on a constant search for themselves, and for a sense of peace and union with their community at large, and as such they place a great value on relationships with others. They desire to inspire, and feel that they need to live a life that is significant in some way. While they generally hate that which is seen as evil, they often overlook it to focus on the good and redeemable in others.
Keywords: Healer, altruist, mystic, nurturer, empathy, benevolent, romantic, sagacious, humane, sympathetic, forgiving, insightful, mentor, friendly, idealistic, unity, ethics, morality, diversity, clarity, cooperation, diplomacy, dreamer, religious, inspired, ethical, perfectionist, choleric, human
Ninja Robots (NR**) aka Wizards
Ninja Robots are "pinball wizards," remote and distant emotionally, yet focused on the task at hand. They are rarely just competent at what they specialize in, preferring to become an expert at one particular thing, and are very demanding of themselves (and others) when it comes to that pursuit. Though not necessarily leaders, they are often drivers (literally or figuratively), and push themselves and others to accomplish goals and uncover truths. They prefer logic to emotion even in their interactions with others, and hate "small talk," preferring not to state the obvious or engage in meaningless banter.
Keywords: Visionary, architect, perfectionist, intuitive, ingenious, skeptical, abstract, pragmatic, practical, autonomous, calm, reasoned, knowledgeable, intelligent, scientific, phlegmatic, logical, detached, impassive, Vulcan, Promethean, elvish, sylphlike, airy
Pirate Zombies (P*Z*) aka Warriors
Pirate Zombies are not necessarily militant, but many of these warriors would be at home in the military, which like them is focused on service, duty, responsibility, tradition, hierarchy and order, as well as a desire to protect that which one holds dear -- be that an ideal, an individual or a way of life. They are sensory-driven and judge-like in their decision-making, focusing on real-world, practical details and the way things "ought to be done". They are known as stable, solid, dependable individuals who rarely change course and who never give up on tradition. They enjoy being a part of groups, whether they are leading or following. In the real world, they are generally the most numerous, and are often seen to be the people who make the world run. They get things done.
Keywords: Judgment, industry, tradition, economy, schedule, duty, honor, respect, authority, security, proper, organization, stability, routine, sense, detail, hard-working, responsible, community, rules, protocol, perseverance, guardian, morality, diligence, serious, dwarvish, gnomish, earth, pentacles, melancholy
Pirate Punks (P*K*) aka Rogues
Pirate Punks are roguish, swashbuckling and reckless, roaming the seven seas (literal or figurative) in search of whatever fulfills their current impulses. Freedom and spontaneity are their watchwords, and they love nothing more than to have fun, how they want, and when they want. All actions are driven to fulfill their current needs, though this can at times make them well-suited for activities and careers that require impulsive action (for example, a firefighter). They are interested in the artistic and the aesthetic, though their own interpretations of beauty may not always be obvious, static, or in line with the rest of society.
Keywords: Changeable, practical, optimistic, excitable, easygoing, sensitive, manic, tactical, perceptive, impulsive, quick, talented, aesthetic, skillful, stimulated, charismatic, adventurous, courageous, fiery, hobbitlike, Dionysian, hedonism, sanguine
We're Not Done Yet
So why do we refer to these categories as "Pirate Punks" and "Ninja Robots" instead of "Rogues" and "Wizards"? Precisely because role-players have gotten so used to the latter terms that they have strong associations with them. Describing a character as Wizardlike conjures up notions of hats and staves, but referring to one as a Ninja Robot removes that layer of familiarity. By using the more abstract (though instantly recognizable) archetypes, we avoid this potential muddle.
Obviously, those asterisks in the titles above indicate left-out letters. If we stick those letters back in, we get not four categories, but a total of 16 subcategories. Due to length, these will be covered in the next two installments of this column. Stick with me! The next column can be found right here.
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This series started out really cool, and is quickly rocketing up the Awesome Scale with each installment. I'm looking forward to more. Great articles.
From Kotaku.com this morning:
"NCsoft has released information on the character classes available in their upcoming MMORPG Aion: The Tower of Eternity. Players will be able to choose from four initial classes - Warrior, Scout, Mage, and Priest - which then branch off into two different advanced classes."
When will someone break away from the standard four?
Is it even possible?
Lots of RPGs are simply classless - you design your own package with a point buy system.
You can argue that D&D classes like barbarian, paladin, and ranger are all unique classes, or that they are all just specialized variants of the warrior 'type.' Same for druid/priest, sorcerer/wizard, bard/rogue.
Exalted by White Wolf adds a fifth basic monster food group - a sort of ambassador - using the Oriental five element cosmology, but it's kind of weird and lame and nobody ever wants to play it. World of Warcraft offers nine character classes, but you can raise the same argument that they are all either just hybrids or variants of the four standard MMORPG party roles: tank, DPS, nuker, healer.
But when you think about it (as I often do these days, now that I'm designing a system) characters in games and fiction really only deal with situations with four solutions: fight using their brawn, strategize using their brains, deceive using their wits, or persuade using their charm. Jung (and his disciple, Campbell) identified four archetypes of masculine (and, presumably, corresponding femminine) identities: the Warrior, the Wizard, the Lover, and the King. So it seems that on a profound level humans are programmed to see the world in terms of four fundamental types of interactions - or it could be that Western Civilization stamps this form on to human experience and causes us too see it that way.
If you were going to break away, what would you add, subtract, or alter?
I think a good start would be moving away from thinking of characters in terms of combat function and stripping away the biggest offenders.
Tank/Fighter
DPS/Rogue
Blaster/Wizard
Healer/Cleric
The first one to go should be the Healer. LOTRO sort of gets away from this by swapping in Morale for Hit Points and it does feel a bit different when you're not chugging down red life potions in the middle of combat. The worst thing D&D ever did is introduce Cure Light Wounds and Potions of Healing. It takes the sting out of death.
The next thing to go should be this notion that Rogues are nothing but backstabbing double damage machines. That's almost as abhorrent to me as the notion that all Rangers can fight with two weapons. Rogueish sorts are supposed to avoid combat and snipe from the shadows, not be primary front-line death dealers.
As to where you go from there... Not sure. Perhaps back to the source material, I guess. Fafhrd and Grey Mouser aren't cut and dry. Neither is Conan. What makes them unique from one another if you can't call any one of them a Warrior or a Rogue specifically?
That's why I prefer to play and design classless systems.
From http://www.rpg.net/reviews/archive/13/13546.phtml
Re: D&D 4e preview
Class Roles are the first thing they talk about. These are new specific "jobs" in an adventuring party that they designed for. They are defender, striker, controller, and leader.
Clerics... are meant to be the definitive "leader."
Fighters... are meant to be the primary "defenders."
Rogues are the melee "striker"... able to do the most damage one on one.
Wizards are the main "controller."
Defender = tank
Striker = dps
Leader = healer
Controller = blaster
See above for why this generally sucks.
"If you were going to break away, what would you add, subtract, or alter?"
Step 1 -- Go Classeless
Step 2 -- Take the skills and divide them by the traits required to learn them. Make a few skill trees.
Step 3 -- Make an interesting setting that includes societies, orders, guilds, and other organizations -- some who freely share their knowledge and others who guard their secrets jealously.
Step 4 -- Design a system that equates the game table use of the core traits from step 2 to the progression of skills.
The first thing that this approach solves is that the classes in most games do not have context in the game world. The next thing that it solves the the experience/vodoo dilemma. In my opinion the experience system in D&D is ideal for an evil witch doctor, but not much else because power is increased by murder and plunder. This is the essence of vodoo blood magic. Why would a healer improve based on this paradigm? Check out the links below for more of my thoughts on the matter.
* "only deal with situations with four solutions: fight using their brawn, strategize using their brains, deceive using their wits, or persuade using their charm."
-- I agree mostly, but would choose five.
Daring - Muster your courage and confront the situation.
Alertness - Be quick and resourceful to avoid/disarm the situation.
Voliton - Apply faith and do what is right regardless of consequence.
Insight -- Formulate a plan and resolve with thought.
Artisitc -- Use charm, persuasion, and panache to get what you require.
http://www.epicfantasy.net/Home-Why.html
http://www.epicfantasy.net/Article%20-%20Without%20Class.html