That 80's Gamer
Where one friend would stand ready to lead the charge and help guide the party through thick and thin, another would seem to always find cause to bicker and argue, while another might withdraw and require coaxing to participate and make his intentions known, and yet another would fail to pay attention and make us all laugh by drawing dirty pictures instead.
As of this writing, it's been about 25 years since I've played a traditional RPG with my original gaming group, and in that time, I had mostly forgotten what it was like to be with them.
In fact, after so many years where gaming, for me, was relegated to an interest kept alive by reading, keeping notes and writing my own game systems, followed by years immersed in first-person shooters and then MMOs, I almost forgot what it felt like to game in the same physical space with a diverse group of real, living people.
It is perhaps for that reason that I was recently quite startled by the realization that the communication styles and behavior of other players I'd observed in online games actually parallel those of my original group of gaming friends as I remember them from all those years ago, and that these behaviors can be easily broken out and mapped to some very basic archetypes present in the very first traditional RPGs.
Even more surprising, the common behavior patterns I associated with these simple, early gaming stereotypes also seem to carry over into the realm of other online communities, where they can be even more pronounced than they are in gaming!
In this article, I'd like to take a look at the most common RPG communication styles or behavioral "types" I've identified, and examine how these oversimplified categorizations can come across to others and flavor not only in-person gaming situations, but the different types of online games and other electronic environments in which they appear.
Type 1: The Warrior
Defining Attribute: Passion
Whether playing a game in person, interacting virtually in an online game, or communicating via forum post, persons exhibiting the Warrior type are instantly recognizable for the sheer amount of energy and enthusiasm they exude. Whether brusque or polite, all Warriors have an opinion, and are compelled to speak up and express it.
Warriors make no bones about what they believe, and whether you agree with their stance or not, you must respect their willingness to get behind an idea and defend it. Warriors tend to express more from the heart than the head, and for this reason can be mistaken for being deliberately aggressive, when in fact, they may simply be speaking their truth and vesting it with feeling. For this reason, the hallmark of the Warrior is Passion, and individuals who embody the Warrior type have this in abundance.
Balanced Warriors keep their tempers in check and know how to imbue their communications with the right amount of emotion to make a point, defend a cause, or persuade others, without ruffling feathers or causing offense. If others are disrespectful or unwilling to entertain their ideas, Warriors withdraw and move on, maintaining the courage of their convictions and realizing that their efforts would be better spent elsewhere.
Unbalanced Warriors may lack discrimination in choosing their battles, press forward too hard or too often, and not realize that their efforts tend to push others away rather than draw them in. They may also be oversensitive, prone to confrontation or outburst, or demonstrate an unwillingness to temper their bouts of emotion with receptivity. Failing to balance their assaults by listening to and considering others' ideas, they can come across as belligerent or immature, and earn themselves a reputation as hotheaded or argumentative.
Type 2: The Wizard
Defining Attribute: Intellect
Unlike Warriors, who operate from their hearts, people exhibiting the Wizard type are creatures of Intellect, and their communication style is rooted firmly in the realm of the mind. Prizing a grasp of knowledge, information, and procedures above all else, Wizards take pride in their ability to recite and wield facts and figures, history, trivia and anecdotes about a variety of subjects, and can rightly be considered masters of their particular realms of expertise.
In traditional RPGs, the quick-witted Wizard type is likely to gravitate to the role of Game Master, and rightly so. Because of their prodigious gifts in the areas of researching, reasoning, memorization and interpretation, imaginative Wizard type GM's can exhibit a supreme command of a game's rules and setting, and provide a comprehensive and cohesive experience for their gaming group.
In online games and communities, it is Wizards who are best able to answer questions, provide direction to others, and communicate beneficial ideas and information succinctly and clearly. Despite their forgivable tendency to indulge in archaic language, balanced Wizards successfully gauge the right amount of information to dispense in any situation at any time, and curtail the tendency to over-explain or be unnecessarily verbose. Considerate and discrete, Wizards can be of great service to others, and bring immense value to their respective communities.
Unbalanced Wizards, on the other hand, misuse their gift of Intellect to a variety of undesirable ends. Stemming from a need to be right or appear to have all the answers, some Wizards make an exaggerated show of their knowledge, flaunting it in an effort to impress, rather than to contribute or assist.
Unwilling or unable to consider others' ideas, admit ignorance or make a mistake, these individuals demonstrate a marked tendency to debate, argue, be overly critical, or take strong offense at being contradicted.
Perhaps due to immaturity or insecurity, they can become easily incensed, launching into exaggerated tirades when sensing a potential affront to their egos, which are almost always tied up in the need to display their intellectual superiority.
In the worst cases, unbalanced Wizards may even resort to engaging in intellectual "cutting contests," insulting or belittling their adversaries in an effort to discredit them, make them look bad, or simply take them down a few pegs.
Inevitably rooted in the ego, these unbalanced behaviors are the biggest pitfalls of the Wizard type, and have garnered it the unfortunate reputation of coming across as "knowlier than thou."
Type 3: The Cleric
Defining Attribute: Benevolence
In whatever milieu they appear, people exhibiting the Cleric type are friendly and helpful. The Good Samaritans of whatever kind of group they grace, Cleric behavior is characterized by goodwill, consideration and a willingness to extend oneself to assist others. Whereas the Wizard will likely be the type who has the information you need readily at hand, it is the Cleric who is motivated to take the time to answer your questions, explain any incongruities, and stick around to make sure you have understood.
Clerics are sensitive to the feelings and needs of other players and other people in general, and make a point of providing aid or information in a way that is intentionally polite and respectful. Clerics maintain their dignity by upholding that of others, and interact with their peers in a way that they themselves would prefer to be treated.
By virtue of their supportive behavior, the Cleric type cultivates a simpatico relationship with others, and helps engender an environment where collaboration can occur, friendships can be founded, and real progress can be made. By actively practicing Benevolence, Clerics enhance their respective groups and communities, and cause them to prosper.
Compared to the beneficent, balanced Cleric type, the workings of an unbalanced Cleric are dark and dysfunctional. Unbalanced Clerics readily read as rude, insensitive, angry or just plain unpleasant.
Whether it manifests as scoffing or dismissive, abusive, hurtful or even bullying, unbalanced Cleric behavior can always be described as disrespectful. To their discredit, misguided Cleric types simply fail to take the feelings of others into account in their communication style, don't consider manners to be a priority in relating to others, step on others' toes as a matter of course, and tend to adopt stances of adversity, seemingly for its own sake.
Rather than deliberately attempt to cause serious harm, however, unbalanced Clerics basically just snarl and vent, and their sour demeanor consequently causes them to read as boors. It could be that unbalanced Cleric behavior stems from personal feelings of discontent, either in a given moment or in general, or perhaps from an unfortunately dismal worldview. Whatever their reasons, unbalanced Clerics can not seem to help themselves from exuding darkness as they lash out at the world.
Type 4: The Rogue
Defining Attribute: Mischief (Nuisance/Malice)
Unlike the other types, people exhibiting Rogue behavior can not be readily described in terms of balance or unbalance. Rather, Rogues display a general disdain for acceptable status quo behavior by engaging in increasing levels of Mischief, which impacts others and the environments in which the Rogue appears, depending on the degree to which they indulge themselves.
At lower levels, Rogue behavior can add spice to a game session, interaction, or communication, be it virtual or in person. "Minor" Rogues have a knack of making a situation funny or interesting through the use of practical jokes and humor, although these are oftentimes conducted at the expense of others. Their penchant for playing tricks and pranks, rendering pointed observations, and engaging in a range of outlandish behavior can both entertain and prick at people's nerves, but at its core, Minor Rogue behavior is actually more impish than harmful. Consequently, their tomfoolery, off-color remarks and innuendo can be used to great effect when things begin to bog down or become too serious, and Minor Rogues are generally tolerated by those with a sense of humor.
Moderate Rogue behavior is characterized by a distinct break with that which is considered socially acceptable, and begins to exhibit traits that approach a criminal mentality, including a disregard for the welfare of others, and an obsession with one's own agendas. Self-centered and focused foremost on their own personal objectives and amusement, Moderate Rogue traits include interfering with, hindering, provoking, insulting and misleading others, with the simple goal of being a pest.
Instead of manifesting as overt practical jokes, witticism and buffoonery like their lesser mischievous brethren, Moderate Rogue behavior favors conflict and deliberately causing trouble. At this level, the Rogue and his devices are no longer a novelty, and the type instead becomes an unwelcome, unwanted Nuisance.
It should be noted that, unlike unbalanced Clerics, whose gloomy temperament and negative outbursts are not always under their conscious control, Moderate Rogues are perverse creatures, in that they intentionally choose to plague others with their behavior.
A technique I've noted and attribute to Moderate Rogue behavior exists in both in-person situations and online forums, where individuals will sometimes make a "hit" (verbally or in writing) in as aggressive or bombastic a fashion as possible, in an effort to "cap" or "kill" a conversation by dissuading other individuals who would rather avoid a debate or confrontation with them, from participating - a behavior that, if not already defined, I'll coin here as "Capping" (if it hasn't, then you heard it here first!)
If Moderate Rogues can be said to emulate criminal behavior on a "misdemeanor" level, then Major Rogues represent the type's felons. Major Rogue behavior is characterized by Malice, plain and simple, which the people who embody it direct outside the in-person or online game or community arena, intending to deliberately do harm to other people.
Major Rogue behavior is exhibited by people who: Indulge in blatant name-calling and insults (which are actually prodding attacks used to gauge another's strength by attempting to unbalance and provoke them); attempt to discredit, disenfranchise or "smear" another person or publicly damage their personal or professional reputation (including getting online rights, accounts and/or memberships belonging to said person banned or revoked); deprive another of their money, rightful property or assets; and even cause harm to another person's physical being. In online environments, think Internet predator, scam artist, cyber-criminal, or child pornographer, and you'll be tapping into the realm of the Major Rogue.
Ultimately, Rogues who embody Nuisance and Malice suffer from a fundamental lack of conscience, and more so than any other type, take away from whatever environments they stalk. A truly polluting influence, they make it difficult for others to enjoy any sort of game session, sense of community or beneficial communication when they are involved - a fact that they seem to perpetuate and enjoy.
Whereas extreme Roguery is generally not well-tolerated in in-person gaming situations, Rogue type behavior of varying degrees appears to be much more prevalent in online games and public forums, where layers of anonymity and distance, coupled with a perceived freedom from any tangible form of repercussion, seems to encourage the behavior in some individuals.
A Word on Multi-Classing:
Each of the "types" I've identified are not meant to describe an individual's behavior or communication style exclusively, and there are obviously areas where the lines tend to blur between them. They are meant as exaggerations of individual behavior, and a blending of two or more types will typically better describe a particular statement or interaction. (Please note that I have also taken the liberty of projecting some of the more extreme "unbalanced" behavior of the different types.)
In Conclusion:
I myself value constructive information and frequently go out of my way to seek it out. However, I am much more likely to read, respond to, or care about communications from people I know, or from people in the flesh, than I am from random strangers, especially online. Virtually unsociable? Perhaps. But when you consider that there are literally millions of people out there who might point random, indecipherable or offensive virtual comments in your direction, it's the only really sensible stance I can think to take.
In all fairness, if you don't know who I am and are uncertain of my agenda, it might make it a lot easier to apply a harmless stereotype to help figure out where I'm coming from. In the realm of anonymous online communications, you might not be readily able to tell if I'm a precocious child sneaking in to use my parent's computer, a legitimately forthright person with no ulterior motives, or "Buffalo Bill" from The Silence of the Lambs, making clothing out of human skin in my basement.
To that end, it is uncanny how well these early traditional RPG archetypes can be applied to describe the variety of behaviors you inevitably see exhibited by both personal acquaintances and strangers, spanning the range of gaming environments and online communities. At the very least, an oversimplified little system like this can help provide a better understanding of comments and interactions that might not immediately strike you as pleasant or beneficial. It could also give you a reason not to take random encounters with other people personally, or respond to what you may feel are "unbalanced" remarks in turn.
It makes me wonder if the early RPGs based their initial range of character classes on archetypes that were already well-known (which seems most likely), or if the classes presented in traditional RPGs (still present in their basically undiluted form 30+ years down the road in some of the most popular pencil-and-paper RPGs and MMOs today) have, in turn, influenced the popular mindset by ingraining themselves more fully in the behavior patterns of modern people?
Admittedly, among my original gaming friends, I was always the biggest Rogue in the bunch. But since I also frequently served as our GM and had to keep our adventures on track, I relegated most of my pranks to outside the gaming environment (for which I am still sorry, guys!)
Which of the "types" do you think describe your own personal communication style and behavior? More importantly, which do you think other people would use to describe you?
Till next time, Happy Holidays, have fun, and thanks for reading!

