GAMES and SPIRITUALITY
I have been a pretty fanatic fantasy RPG game player all my life. This genre got me hooked and I hardly play anything else. However, I also consider
myself rather spiritual. I study Astrology, Tarot, Psychology etc. I always knew that those two sides of me where somehow integrated, but I never
quite understood how, until I had a flash of insight into the workings of (Jungian)
"
archetypes" through the Fantasy literature and game genre.
The picture is interesting enough to share it with you, as it might provide some basic insight into the fascinating world of virtual games and the
rules that apply to them. It is written for entertainment purposes only (mostly for my own entertainment) because I needed to put these concepts into
words. So please forgive me any redundancy when applicable.
FANTASY
When J.R.R. Tolkien conceptualized his Lord of the Rings in Middle Earth, he conceived the most influential and greatest story of the 20th century.
This “fantasy” book is the Godfather of all other fantasy books, comics, movies and games. As I see it, Middle Earth is a reflection (from other
dimensions) of the world we live in, expressed in terms of archetypes.
Which ever fantasy book or movie you grab, the story is always about two “factions”: the good guys versus the bad guys. There really isn’t much
variation on that theme. Some good fantasy novels blur the lines, which makes it harder to pick a favorite faction, but the idea is the same. The
“good” side expresses "Service to Others" (STO). STO can be interpreted as compassion, integrity, accountablility and altruism. The “evil”
side expresses "Service to Self" (STS). STS can be interpreted as lack of empathy, manipulation, betrayal and selfishness.
RACES and FACTIONS
In the classical fantasy environment you will always find different species (races) that live in certain domains of the world. A race is usually
automatically affiliated with a faction.
On the STO side you will find three main “beautiful” races: humans, dwarves and elves. These races are the basis for innumerable subraces such as
gnomes, giants, hobbits, halflings, wood elves, half elves, high elves, pixies, drow, duergar etc etc. The dwarf races typically inhabit the
mountains, the elves live in the forests, the humans in cities and towns.
On the STS side you find the three main “ugly” races which are the counterpart to the “beautiful” races: orcs (humans), trolls (elves) and
goblins (dwarves). These races are the basis for creatures like undead, kobolds, gnolls, phantoms, uruk’hai etc. etc.
Some stories and game settings later also added “extraplanar” races like mephlings and elemental races like sylphs.
The beast races such as dragon, unicorn, gryphon etc. can belong to either the STS or the STO side, but most often the beasts are neutral. There are
many beast hybrid races such as lizardfolk, hypogrif, satyr and minotaur. Usually the hybrids will serve the STS side, but sometimes a benevolent
centaur will work for the good.
CLASSES
Regardless of the race or subrace, there is always something they “do for a living”, or rather, the type of person that they are in their world.
What they do and how they do it, depends on their character and talents. Thus, their character is governed by a certain archetype. In the world of
fantasy we find 4 main archetypes: The Fighter, The Healer, The Magician and The Rogue. As I see it, these 4 basic classes arise out of the
4 basic astrological elements: Earth, Water, Air and Fire. The governing
archetypes are then subdivided into numerous subclasses, specializations and hybrid classes, which I will try to explain further.
The Fighter
Traits: strong, sturdy, good health, but usually not the smartest and cannot heal.
Skills: hand to hand combat, most weapons, heavy armor, can take incoming damage but deal less, persistent, enduring, focuses on
confronting the
enemy.
Subclasses: warrior, knight, barbarian, paladin, berserker.
I associate the Fighter class with the powers of the element of Earth.
The Healer
Traits: wise, patient, supportive, but cannot do damage and has only few defenses.
Skills: healing of others, enhancing traits of others, protection, shielding, focuses on
negating damage done by the enemy.
Subclasses: priest, cleric, druid, bard, oracle.
I associate the Healer class with the powers of the element of Water
The Magician
Traits: intelligent, large damage output, but very fragile and cannot heal.
Skills: burst damage in elemental form, all forms of mind control such as fear, confusion etc, focuses on
misleading the enemy.
Subclasses: wizard, conjurer, sorcerer, warlock, shaman, necromancer.
I associate the Mage class with the powers of the element of Air.
The Rogue
Traits: fast, clever, perceptive, agile, can take a moderate hit but cannot heal.
Skills: fast paced combat, ranged combat, tracking, stealth, focuses on
surprising the enemy.
Subclasses: assassin, hunter, archer, ranger, thief, ninja, monk, pirate.
I associate the Rogue class with the powers of the element of Fire
The Hybrid Classes
These four main classes have numerous derivatives and hybrid forms such as paladin (can fight and heal, but is never as strong as a pure fighter, nor
can ever heal as well as a pure healer), the shaman (can use magic and fight, but is never as damaging as a pure mage and never as strong as a pure
fighter) etc. A class like "shadow priest" is actually not a priest but a mage, a dual wielding damage dealing "warrior" is not a fighter but a
rogue. Hunters and Rangers are also classified as rogues for their agility, tracking ability, fast paced combat and ability to fade or feign death.
In game environments, there are many classes that borrow skills from other classes. A priest with the ability to "fade" is a priest with a rogue
skill. A knight that can use a bow is a fighter with a rogue skill. In fantasy games there is almost never a class that doesn't "crossbreed"
somewhere in their skill tree.