And if you're looking for a fun place to start, I recommend the 12 Jungian Archetypes.
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As we enter the dark contemplation of the soul... |
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The 12 Archetypes (And Their Uses)
The idea behind the 12 Archetypes is that these are concepts that exist within the great collective unconscious of humanity. They are broad titles and ideas which, according to their inventor, provide insight into understanding the human psyche, and the challenges we face both inside and out. While this idea has long fallen by the wayside for medicinal purposes (right alongside cocaine being used to treat the ghosts in your blood), this idea can have several applications for your characters, and even your settings!
The 12 Archetypes of Jung are:
- The Innocent
- The Orphan
- The Hero
- The Caregiver
- The Explorer
- The Rebel
- The Lover
- The Creator
- The Jester
- The Sage
- The Magician
- The Ruler
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This might put one in mind of ANOTHER tool that deals in archetypes and symbolism... |
While a deeper description of the archetypes is listed in the link at the beginning of this post, the best way to think of them is kind of like a zodiac sign for a character. They represent a generalization, along with conflicts and struggles someone who fits this kind of concept might deal with, and the strengths and drives they might have. What can be even more fun, though, is that because there's 12 of them, you can roll 1d12 as a way to randomize part of what you want to do with your character's story, as well as their personality!
If you want to play a fighter, but you end up with the Creator, do they struggle with their skill in conflict? Do they hope to lay aside their sword one day, and to take up a life of carpentry, or another craft? Do they instead attempt to treat their weapon as an artist would a brush, developing a unique martial art, or perhaps weaving their own legend? Or do they seek mastery of strategy, creating entirely new ways of thinking about warfare? Does a wizard who winds up as the Ruler seek to solidify their grasp on power and authority through the arcane arts? Do they struggle with trust, or delegation to others, growing paranoid as they come ever closer to a seat of command? Or does the rule over mortals pale when compared to a rule over gods? Does the noble with a cold fortune and elite training fulfill the role of the Orphan, seeking to find (or perhaps to be) the family that was denied to them? Or do the challenges they face leave them as an outsider, despite their best attempts?
And if you're a Game Master who happens to be in the process of creating your world, consider using these 12 Archetypes as the basis for your cosmic pantheon. They make for great gods, and they can really get your brain churning regarding the types of divinities your players might serve... or even oppose! Making these Archetypes the names of constellations and actually turning them into the zodiac signs of your world is also a fun idea (especially if you're keeping a 12-month calendar), and this goes double if being born under certain signs does actually come with particular powers and blessings, as well as drawbacks.
Lastly, though, I have one for my World of Darkness players...
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You summoned us? |
If you're having trouble with a character's Nature and Demeanor, roll 2d12. The Archetypes work a treat for that system, and they're a great way to really stretch your creativity by seeing how these two randomly-selected broad generalizations come together, and coalesce into a single person. Especially when they seem contradictory, but truly aren't when you dig just a little bit beneath the skin.
Some More Recommended Reading Before You Go...
If this article caught your attention, I wanted to recommend a few supplements I've put out over the past few years that also might be of use to you! So if you've made it this far, consider picking up"
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