Tag Archives: keirsey

Another Look At Myers-Briggs And RPG Classes

Back in October, I wrote a post in which I attempted to correlate different RPG classes with the various Myers-Briggs types. After some discussion in the comments, I decided that it was far too limiting to essentially argue that “all paladins are ENFP or all wizards are INTJ.” Even accounting for the variation within a particular type, it’s still too limiting, especially since one’s RPG class is really more like one’s fantasy career choice than a reflection of personality.

Nevertheless, likely due to some sort of accidental search engine optimization, that post continues to be the largest source of traffic for my site, bringing in a few hundred new viewers each week. Clearly, it’s a topic that people are interested in.

If it’s too restrictive in scope to say that one type correlates to each class, would it be possible to note larger trends? Keirsey considers the second letter continuum (S/N) to be the most important of the four, given that one’s preference for Sensing or iNtuition is what determines whether one is a Guardian (SJ), Artisan (SP), Idealist (NF), or Rational (NT). Thus, the S/N preference is that largest separating factor, at least according to Keirsey.

There are a few other differences but these two are the most relevant for the discussion of type as it relates to roleplaying.

In most fantasy roleplaying games, the largest divide between characters tends to be along the lines of whether or not the character has magical powers. Wizards, sorcerers, clerics, druids, etc. all have magic of various kinds while fighters, rogues, monks, etc. rely on physical ability. There are a few character classes that overlap, like paladins and rangers who are primarily martial characters but posses magical powers. This varies by setting and system, of course.

The question I’d like to pose is whether or not it makes sense to divide character classes along the S/N continuum. Does a preference for intuition indicate that intuitive types are natural magic-users?

Here is how Myers characterizes the preference for Sensing:

Individuals who prefer sensing are more likely to trust information that is in the present, tangible, and concrete: that is, information that can be understood by the five senses. They tend to distrust hunches, which seem to come “out of nowhere”. They prefer to look for details and facts. For them, the meaning is in the data.

Here is how Myers describes the preference for Intuition:

Those who prefer intuition tend to trust information that is more abstract or theoretical, that can be associated with other information (either remembered or discovered by seeking a wider context or pattern). They may be more interested in future possibilities. For them, the meaning is in the underlying theory and principles which are manifested in the data.

On the one hand, magic seems like the sort of thing that would make sense to someone with a natural inclination towards the abstract and the theoretical. Magic is abstract by its very nature . . . except when it isn’t. D&D shows this divide when it comes to the two primary arcane magic-users. The wizard approaches magic in a logical, rules-based way; spells are learned from books and cast through performing the proper incantations. Sorcerers, on the other hand, derive their magic from their own selves, whether through latent power in their blood or through inspiration or intuition or whatever other means. In other words, one could argue that wizards are Sensors while sorcerers are iNtuitives.

And that’s just between two arcane characters. What about somebody like the D&D druid? In Third Edition, the druid is a spellcaster, but instead of using arcane magic, they use divine magic like a cleric, but unlike the cleric (who draws that magic from a deity), the druid derives power from the natural world (which might be what led to the creation of primal magic in Fourth Edition). Regardless, the druid is a nature mage. But is nature-mage the preference of a Sensor or iNtuitive? Concrete or abstract?

What do you think? Does intuitive seem a characteristic for spellcasting character classes? Or do the different discrepancies and conflicts prove that it’s too varied to say for certain, and that mages are just like everybody else; some are intuitive, some are sensory?

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The Psychology Of WoW Classes

I’ve been promising to write about this for a while, but I needed time to let the idea percolate in my head and even more time to write out this monster of a post (over 2,000 words). I’ve learned quite a bit reading the comments from my MBTI/RPG class post that caused me to revise my opinion quite a bit.

It was a mistake to try and correlate MBTI type and class preference with such specificity. While it was a fun exercise, it had no actual application to reality. Players are too diverse and tastes vary widely. It’s impossible to separate the reasons people play a particular class into purely aesthetic or mechanical considerations, not to mention the number of players for whom novelty and trying something different are the standards rather than the exceptions.

With that said, I’d like to take another look at MBTI and RPG correlation, but from a different perspective: that of the various kinds of classes in an MMO setting. The other major difference is I’m not going to try and pigeonhole one type or even one Keirsey temperament. Instead, I’m going to look at how the three primary roles of the different World of WarCraft classes and how each appeals to each temperament in different ways.

A Brief Overview of the Four Temperaments

SJ Guardians: ISFJ, ESFJ, ISTJ, ESTJ

Keirsey defines Guardians as having the following characteristics:

  • Guardians pride themselves on being dependable, helpful, and hard-working.
  • Guardians make loyal mates, responsible parents, and stabilizing leaders.
  • Guardians tend to be dutiful, cautious, humble, and focused on credentials and traditions.
  • Guardians are concerned citizens who trust authority, join groups, seek security, prize gratitude, and dream of meting out justice.

SP Artisans: ISFP, ESFP, ISTP, ESTP

Keirsey defines Artisans as having the following characteristics:

  • Artisans tend to be fun-loving, optimistic, realistic, and focused on the here and now.
  • Artisans pride themselves on being unconventional, bold, and spontaneous.
  • Artisans make playful mates, creative parents, and troubleshooting leaders.
  • Artisans are excitable, trust their impulses, want to make a splash, seek stimulation, prize freedom, and dream of mastering action skills.

NF Idealists: INFJ, ENFJ, INFP, ENFP

Keirsey defines Idealists as having the following characteristics:

  • Idealists are enthusiastic, they trust their intuition, yearn for romance, seek their true self, prize meaningful relationships, and dream of attaining wisdom.
  • Idealists pride themselves on being loving, kindhearted, and authentic.
  • Idealists tend to be giving, trusting, spiritual, and they are focused on personal journeys and human potentials.
  • Idealists make intense mates, nurturing parents, and inspirational leaders.

NT Rationals: INTJ, ENTJ, INTP, ENTP

Keirsey defines Rationals as having the following characteristics:

  • Rationals tend to be pragmatic, skeptical, self-contained, and focused on problem-solving and systems analysis.
  • Rationals pride themselves on being ingenious, independent, and strong willed.
  • Rationals make reasonable mates, individualizing parents, and strategic leaders.
  • Rationals are even-tempered, they trust logic, yearn for achievement, seek knowledge, prize technology, and dream of understanding how the world works.

Now that we’ve identified the main characteristics that are core to each temperament, let’s see how these translate into the different class roles in WoW.

Tanking

Classes: Blood Death Knight, Guardian Druid, Protection Paladin, Protection Warrior, Brewmaster Monk

It’s easy to see why the tanking role appeals to Guardians; it’s even in their temperament name! In WoW, the Tank is responsible for guiding his or her teammates safely through the dungeon. The Tank stands on the front line and takes the hits from the monsters that would drop a more fragile character. The well-being of the group depends on the Tank to perform his or her job well. Without a strong Tank, the group will fall apart. The Guardian thrives in a social environment where their natural dependability is a strong asset and the Tank role demands exactly that.

For an Artisan, I believe that tanking will appeal for a very different reason. Artisans will focus on the fact that tanking is one of the most exciting and dynamic roles. A Tank is right in the monster’s face and often has to react quickly to changing situations, lending itself to a high-adrenaline and exciting playing style. A good Tank needs to be quick on his or her feet and troubleshoot problems, which fits well with an Artisan’s preference for an intense, high-energy playing style.

Idealists are Tanks for reasons similar, at first glance, to those that motivate Guardians. Idealists are naturally cooperative and value the well-being of those they hold in their regard. The Guardian, however, will approach the Tanking role with the mindset of, well, a guardian. “The safety of the group is my responsibility.” An Idealist, on the other hand, will be more concerned with the well being of the group in an abstract sense. “If I do my job well, everybody is having more fun” is what guides an Idealist who has chosen to Tank.

Rationals, like their name suggests, are drawn to complexity and anything that stimulates their problem solving abilities. Although it might seem like the role of Tank requires nothing more than standing in front of a monster while it hits you over and over, in truth, Tanks often have the most complex job of any role. They must understand a particular encounter better than any other class and need to be able to know when to move, when to use special abilities, when to react, and many other intricacies. Although all roles are expected to know the details of an encounter in order to succeed, for tanks, understanding the encounter is essential. This natural complexity and the required understanding to succeed make tanking very appealing for the Rational.

Healing

Classes: Holy Priest, Holy Paladin, Restoration Shaman, Restoration Druid, Mistweaver Monk

Guardians who prefer a less intense, less in-your-face playing style (particularly those who are Introverts rather than Extroverts) may favor Healing instead of Tanking. Guardians prize gratitude and playing a Healer is often a rewarding experience for exactly that reason. Healers are always in demand and a good Healer will be valued and appreciated by the group. Healers provide stability and cohesion to a group, which are also valued traits to a Guardian. Again, the primary difference between the Guardian’s motivation and the Idealist’s is that for the Guardian, the task takes on the aspect of duty and responsibility. “I am the Healer. I’m responsible for keeping everybody alive.”

Although Healing is usually a more reactive than proactive role, there are moments of heart-stopping intensity that provide the thrill Artisans crave. Certain encounter will tax the Healer’s abilities or the Tank will take a beating and come within an inch of dropping and these scenarios provide adrenaline rushes as the Healer reacts quickly to resolve. There’s a visceral thrill in snapping off a large healing spell at just the right moment and Artisans can certainly appreciate that.

For Idealists, the Healing role is a natural fit (one of the Idealist types, INFP, is even called the Healer). The act of restoring and supporting one’s party fits well with the Idealist’s motivating desire for harmony. Healers watch over their parties much like Tanks do, but they don’t take the center stage or have all the focus directly on them, which is appealing to the Introverted side of the Idealist Temperament. More than any other role, however, Healers represent the ability to increase the enjoyment of other party members. Finally, from an aesthetic perspective, Healing fits well with the Idealist’s tendency towards kindness more so than hitting something in the face with a hammer (like the Tank) or setting it on fire (like the DPS).

The Rational again finds complexity in the Healer role that stimulates his or her intellect. Healers cannot be measured by raw statistics the way a DPS can, but there are other considerations a Healer must juggle that creature interesting scenarios for the Rational. Triage is an important skill of a healer; knowing when and how to use one’s best resources can often be the difference between success and failure. Healers must also be wary of overhealing, which represents a loss of strategic resources and so must employ their abilities carefully.

The DPS (Damage Per Second)

Class: Hunter, Mage, Rogue, Warlock, Arms Warrior, Fury Warrior, Retribution Paladin, Feral Druid, Balance Druid, Frost Death Knight, Unholy Death Knight, Elemental Shaman, Enhancement Shaman, Shadow Priest, Windwalker Monk

A dead monster is one that can’t hurt anyone. The Guardian might favor DPS as an extension of the maxim, “the best defense is a good offense.” Whether it’s dropping monsters with a fireball or stopping them dead with an arrow shot, the Guardian DPS player can maintain his or her party by unleashing the greatest firepower possible. Alternatively, the Guardian might play DPS because of all the roles, as evidenced by the list of potential classes, it’s the largest. The Guardian DPS might enjoy staying out of the spotlight that Tanks and Healers experience and instead be able to focus on doing his or her job dutifully and reliably. Good DPS is the backbone of the team and the Guardian, who enjoys being exactly that, can find his or her niche in this role.

Artisans approach the DPS role with a completely different attitude. For an Artisan, the DPS represents the chance to engage in intense, exciting, action packed gameplay. Instead of getting bashed on by a monster or watching health bars, the DPS Artisan is flinging huge fireballs or spinning blades at foes. DPS Artisans appreciate the big numbers; there’s nothing more thrilling than a huge critical strike or seeing one’s performance at the top of the DPS meter. Even though the group is working together, among DPS there is often competition to do the most damage. A DPS who tops the charts with his or her performance is going to feel like a rock star. It’s easy to imagine the Artisan’s attraction.

The Idealist’s reason for choosing DPS may be more nebulous than other temperaments. An Idealist DPS player might choose the role because of the different class archetypes spark the Idealist’s imagination and allows him or her to step into the fantasy of being a powerful wizard or knight. Alternatively, the Idealist might enjoy the DPS role for reasons shared by the Guardian and dropping foes efficiently helps the party have more fun. Finally, the Idealist might enjoy the DPS because it represents a change of pace from how the Idealist might normally be in a group context.

The Rational’s desire for mastery can be satisfied by the DPS role, especially in a class that requires a high level of skill to play effectively. DPS classes are dependent on using skills and resources effectively to produce more damage; this is often referred to as the “rotation” and mastery of it is critical to be successful. A Rational will enjoy figuring out the optimal rotation and mastering its execution. Alternatively, a Rational might enjoy the optimization aspect of a DPS role and balance different stats and equipment to create a superior character build.

This brings us to the end of the psychology of MMO classes. Some of my comments have been based on my own experiences, although most are derived more from observation of other players. There are likely many things that I missed for each class, but I hope that this broader approach to the subject of type and class will succeed where the previous attempt failed.

Finally, in writing this post, while my thesis is that any type can enjoy and do well at any role, I found that some types were much easier to place than others. It is my assertion that some types lend themselves better to some roles than others; call it a better fit, if you will, though it is not a pigeon-holing. Some players will always defy the norm and choose something explicitly because it’s strange or unique.

Here are my suggestions for the “best fit” for each role:

Tank: Guardian, Artisan, Idealist, Rational

DPS: Artisan and Rational

Healer: Guardian, Idealist

You’ll notice that this distribution is not necessarily balanced; all four temperaments are “best fit” with the Tank, for example. There’s also an inverse in the number of temperaments vs. the number of classes. Although DPS is the largest percentage of any group and has the largest number of classes dedicated to it, it has fewer temperaments than the more rare Tanking role.

I based this arrangement purely on my own opinion based on how easy or difficult it was to determine why a particular type might favor one role over another. It was easy for me to articulate why each temperament would have a best fit with the Tank role, but I had a difficult time determining the motivation for an Idealist to choose DPS.

I hope that you’ve enjoyed this completely non-scientific look at this topic. Please feel free to share your thoughts and feelings in the comments and let me know where you believe I got it right . . . or wrong. Thanks for reading.

Myers-Briggs And RPG Classes

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

Guardian (SJ)

  • ESTJ: Marshal
  • ISTJ: Monk
  • ESFJ: Fighter (Warrior Archetype)
  • ISFJ: Fighter (Defender Archetype)

Artisan (SP

  • ESFP: Bard
  • ISFP: Rogue (Thief Archetype)
  • ESTP: Rogue (Swashbuckler Archetype)
  • ISTP: Ranger

Idealist (NF)

  • ENFP: Paladin
  • INFP: Druid
  • ENFJ: Cleric
  • INFJ: Shaman

Rational (NT)

  • 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.