Buckle up, because I’m about to go full nerd in this post. This will be your only warning.
I have something of a fascination with the Myers-Briggs Type Indicator and its variant the Keirsey Temperament Sorter. The Keirsey is my favorite between the two; I like his methodology after having read his book. My interest in typology comes not from a true scientific basis (I’ve heard it said that typology has as much scientific accuracy as a fortune cookie) but from the perspective of a writer. I spend a lot of time thinking fictional personalities and archetypes and the MBTI and KTS provide a language to facilitate such discussion.
One way this interest has manifested itself is an attempt to correlate MBTI results with character classes in roleplaying games, both tabletop and virtual. Although RPGs encourage you to create and be whoever and whatever you desire, I have found in my gaming career that most, if not all, players will trend towards a few particular archetypes. Some will play the same type of character repeatedly while others will choose from a small but interconnected pool.
There are two particular factors I’ve noticed that motivate these choices: archetype and mechanics. Archetype refers to the fantasy and storytelling aspect of a particular character: wizards are brilliant and studious, rogues are, well, roguish and devil-may-care, etc. A person may be drawn to a character because he or she enjoys the style, perhaps because it synchronizes well with one’s own internal version of the idealized self. In this example, what the character does in the game is secondary to what the character is in the fantasy context.
The second factor is the mechanical aspect. This is the inverse of the archetype aspect. A player operating from this perspective prefers characters that perform a certain roll or function within the context of the game. It might be a preference for characters with a wide variety of options, lending itself to versatility, or it might be a character that plays a vital role, such as defending more vulnerable characters. The archetype of the character is only important if it informs what the character can do. The player will choose a villainous death knight over a heroic paladin if it turns out the death knight’s abilities make it better at protecting others.
I’m planning on writing more posts about this subject, particularly after I can gather some actual research data on what characters people play and compare that to self-reported MBTI types. So far, I’ve been able to poll my weekly D&D group, which is hardly a conclusive sampling. I’m hoping that this post will lead to more information so I have something to followup with.
I also have my hypothesis on how I assume the class/type arrangement will be. It can vary by game to game, of course, and I may end up writing up arrangements for a few different popular RPGs. The archetype aspect is the easier of the two aspects to arrange in this way. I may try doing the mechanical aspect in the future.
For this chart, I’m going to go with the “default” assumptions of the class’s archetype and flavor. I’m not going by any one particular game, although if you’re talking about the fantasy genre, in some form or another, you’re talking about Dungeons & Dragons, so feel free to free to that if you need a background context although not all of the classes have a direct D&D analogue.
I’ve also included a few notes about my choices and experience in arranging the classes. Generally speaking, I believe that the Sensing preference lends itself better to the more martial archetypes, compared to the abstract focus of iNtuition which trends towards a mystical or magical aspect. This is why all the rogue and fighter types are grouped into the S temperaments while the N types are all magic users to some degree.
RPG Class/MBTI Type Comparison According to Archetype
- ESTJ: Marshal
- ISTJ: Monk
- ESFJ: Fighter (Warrior Archetype)
- ISFJ: Fighter (Defender Archetype)
- ESFP: Bard
- ISFP: Rogue (Thief Archetype)
- ESTP: Rogue (Swashbuckler Archetype)
- ISTP: Ranger
- ENFP: Paladin
- INFP: Druid
- ENFJ: Cleric
- INFJ: Shaman
- ENTP: Artificer
- INTP: Mage
- ENTJ: Summoner
- INTJ: Wizard
Guardian: In the guardian temperament, all of the class choices are all variations on the same martial archetype, but this does not mean they all fill the same rolls. The Marshal is a leader that supports the other characters while the monk is characterized by inner power, discipline, and focus. I chose not to use the term barbarian, as even though it’s an iconic part of many RPGs, the word carries more of a negative connotation than I’d prefer. Characters of that type can be considered part of the “Warrior Archetype” of the Fighter. Overall, we see a group of characters that, although different in ability, are categorized by their more down-to-earth nature and their focus on protecting or supporting others, whether through leadership, defense, or combat skills.
Artisan: For the most part, I think the choices here speak for themselves. The Bard was already referred to as the Performer in Keirseys’ types. This group, like the Guardians, is more martial than mystical as a result of their S, but these characters are more individualistic than the Guardians. I thought about changing the name of the Thief to something that didn’t imply criminal larceny, but the term is fairly well situated in the fantasy genre. The only one that seems out of place is the ISTP Ranger, but Keirsey describes them as “looking for any opportunity, and just because they feel like it, to play with their various toys: cars, motorcycles, boats, dune-buggies, hunting rifles, fishing tackle, scuba gear, and on and on.”
Idealist: This is the arrangement I feel the most confident about, possibly due to my own familiarity/bias as an NF. Cleric and Paladin were placed due to their Extroversion; in my opinion, these are characters that are leaders and champions of their churches and faiths which suggests an Extrovert mentality. Shamans and druids are more isolated and removed from social structure, meditating alone on the elements and natural world respectively, which to me indicates Introversion. All four derive their power from an abstract, mystical source, a trait they share with the other N temperament.
Rational: All four of the classes here are variations of the same core archetype, that of the mage. Fortunately, the mage archetype has many different permutations which allows for a wider variety. The Artificer could also be called the alchemist; this is the character that uses magical items or enchanted equipment such as potions and the like. The difference between wizard and mage was harder to articulate, due to the imprecision of the terminology, but in this context, the INTP mage was the more reclusive sort who would be focused on the study of magic while the INTJ wizard would more resemble Gandalf, an entity who is not eager to lead but steps in during moments of crisis.
Originally, I conceived of this list as mapping specifically to World of WarCraft’s classes, however, I decided to change to a more general approach when I realized that WoW’s classes were missing a few of the important fantasy archetypes. Even with the larger, more general approach to fantasy RPGs that I took, I still missed a few popular archetypes. I wasn’t sure where to include the fighter/mage and sorcerer, for example.
One final note: in preparing this list and reading through the descriptions, while there were a few choices I felt were very strong, most ended up being more arbitrary than anything. If I were to revisit this list, I might better note the places of ambiguity: mage, for example, might be better classified as xNTP, rather than indicating a particular preference for Extroversion or Introversion.
Agree? Disagree? Feel free to comment and let me know where I got it right or wrong. And if you are feeling so inclined, feel free to post your own MBTI type and the class or classes you prefer to play, whether in WoW or in other RPGs. It’d be great to get some hard numbers for future comparisons.